Well i can tell you right now that nobody in his right mind uses Zbrush for this sort of thing in games. Doing this sort of thing with Zbrush really won't get you anywhere. I suggest using Zbrush what it is intended for, sculpting organic things. Or at least get this DVD: http://eat3d.com/zbrush_hardsurface
love your work. Edit: One teeny tiny thing though, i think your ceiling pieces might have gotten just a little too much wear and tear. Unless of course you intend to re-use the ceiling bits in other areas, or your characters are tall enough to keep bumping their heads on the ceiling. ;-)
What do you intend to do with your animation ? If you're making game animation, cycles etc., you should use the root controller to move your char then once your anim is finished clean it so your character runs into place. If it's for a cinema-like shot, it will be easier to work with the hips instead, to keep a natural…
Oh wow time flies by .. :D So I put together little luteboard (pun intended)... Let me know if you have any ideas on how I can improve the model futher, because I know nothing about instruments and have to rely on references only. Keep on rocking you all!
Thanks guys for the input! I went through and polished up a lot of edges and that kind of thing, then I went through and trashed it all with scratches and dents. There's a few pieces that I skipped over, but only because they are temporary placeholders, and I intend to reuse similar meshes for baking out my normal maps.…
What platform is it intended to? I guess, from seeing the size of your maps, it could be minimum PS2 maybe newgen consoles. So I'd advice to make less leafy textures but far more branches(I used to have up to 800polys on ps2), differently oriented, scaled etc... this will undoubtfully give volume to your tree.
nealb4me - heh that's a cool acctualy. guidelines on how to see the game from the perspective that the developers intended heheh. and totaly, half-life 2 was awesome for that. ElysiumGX - that's true acctualy, i agree. i guess then the question is weither or not you want to lower your thought level to the point where you…
If you're rendering with Scanline then enable the Global Supersampler in the rendering options, and use the Hammersley option. Ramp up the quality and it should fix the aliasing issues, but beware of the extra rendering times. Also try maybe rendering out your normal map 2x bigger than intended and scale down in Photoshop?…
Agreed about the scales on the dragon. And I think Goraaz hit the nail on the head(pun intended) I think to make the metal look less like stone is to get rid of any noise on it first. Lay down a base color, work in some bright edge highlights and wear, at least thats what I would do
So some cinematic or high-poly models have floating geometry, even if they were never intended for normal mapping? I'm trying to figure out if some of the super-detailed objects I see are solid meshes with all the little divots, nuts, and cool inlays or if they're using some of the techniques previously mentioned in this…