Height maps just doesn't work over split /hard edges geometry where vertex normals points to different direction. The displacement goes along those normals. It could work if you make a small bevels all over your geo and a single smooth group /smooth shading or whatever it may be called + face weighted /rotated normals .…
It's not any special technique you need to use. You'll still want to use Substance. It will output whatever type of images you need. Just basic painting skills is all that really makes it stand out. You can save a lot of time by making good use of substances many grunge filters, and using different baked maps like…
I'll just say something about diablo: Do you think yours looks like This? (not the original, well well) If i had to say I would say yours is a lot bulkier than the linked one. Here is the rest of him and the links ect,ect. http://www.zbrushcentral.com/showthread.php?170805-Diablo-(Realtime) You in luck though because your…
Wow I didn't finish the vid yet but it is mind-boggling. The art direction and aerial perspective are enviable. It's amazing what an intimate relationship with beauty this asian guys have. looks very realtime though. lots of popping all the time, animations get clunkier further away etc. I mean god of war 1 had some…
Heya - I know there has been some videos posted already, but they do suffer from being low frame rate and from not really showing what it feels like to interact with the app. I think it would be great to show a simple over the shoulder view of someone using the app, modeling something like a piece of the tank above. Like…
That... is a crazy problem and based on the screenshots I have no idea why its doing that. You might want to check the Bone Effect Limit in the skin modifier under Advanced Parameters. Its the number of bones that are allowed to influence a single vert. Typically for realtime games it needs to be 4 or less but max defaults…
The short answer is that if you want to be an environment artist and not simply a prop modeler you will want to demonstrate that you can actually put together a scene and light it. Really, as long as you've already got some amazing looking props, why not just go the extra bit and put together a little scene using what…
You can't rig a mesh inside zbrush for any exportable animation, only for posing. The exception to this is if you're rendering the animation off as sprites or doing some sort of blend shape animation, and even then the animation and rendering tools are severely limited. Even the rig will be extremely rudimentary (no…
i have to say that i have not "sculpted" much in ndo2, but based on what i messed around with i don't see how you could be faster for creating a floor texture like blankslatejoe posted where each stone has hard bevels with varying sizes and angles on all of it's sides. i've actually tried to get results like that but…
I'm still working on the breakdown pdf, but 3 pages are up already. Most of clips are realtime screen captures from marmoset. The robot head shown in the split screen has 2k maps not 4k. The old guys head is not really lowpoly no. Just had to throw in some organic stuff :) Thanks for the crits. I do agree. This reel was…