The Document is an Image Document, no different than a Photoshop Document. Thus, when you save the document you only save the image. If you didn't save the Model (The Tool) then all you have is an image document filled with pixels, so unfortunately you lost some work. Here's a little 3-part introduction to Zbrush:…
Hi everyone! My names Jonathan Agueda, currently in Orlando, FL. I'm enrolled to The DAVE School located inside Universal Studios and have been doing this work since March 2017. I'm also doing freelance work for Pixel Perfect Polygons on "Our Ghosts of War" and for Monkey Punch Studios on "The Government Experiment"…
I created a UV map for the cape and then a texture map and then used Zapplink, but...the resolution is pixelated AND it pasted my logo on both sides, top and under. I disabled Symmetry when I unwraped it...so I don't know why it pastes the texture top and bottom. Okay forget it, I will post a new thread asking about the UVs
This looks too modular. As in, broken into too many pieces in a non-necessary situation. It's a flat wall with windows cut into it. However, did you setup 2nd channel light map UVs? And if you did, did you keep them on an accurate pixel grid (in max) of their respective resolution (in UDK)? If not, the lightmaps' edges…
WOW. Exquisite work. I love the wireframe by itself. beautiful use of so few polygons. Everything looks just right-- spare and rich at the same time. I love it that the lace is single pixels(!!!) I'd love to play a Quake1 mod with characters like these. Whew. Okay, more of Soul's pics in my 'look+learn' file... /jzero
I have a graphire 1 4x5 at work for painting textures, it great! At home I have a intuous 1 for painting textures and it does not seem as good, the graphire pen at work seems to track better and there is less jiggling when painting precision pixels. I haven't tried anything newer since neither of these tablets has failed…
Looks pretty cool. I really dig that fish texture. The tiling on the trunk does look too small, and pixel density is noticeably different...but you already mentioned that. You have a little bit of bleed on the outside of the tree texture on the leaves. Having thicker ropes on the hammock would be good...its to skinny and…
Glad it worked out. The CGFX shaders can use different profiles for the Vertex Shader and the Pixel Shader. They are defined at the bottom of the .cgfx file. Sounds like your second mate didn't have a GFX card that would support the profiles used in the shader. You might be able to use different profiles without any major…
awsome improvement, now the big thing other than color that bugs me is the contrast in your texture resolution. look at the ground compared to the stone in the wall. one is "soft" then the other one is harsh and very pixelated. keep it up. Also giving it some foundation to the base will make it look like it was actually…
Well if you optimize yourself you'll get smaller texels = less pixelated look. If UT does it, you'll likely end up with something like: which wastes a bit of space. It's not a huge difference though. And seeing as this is only for a PF and not a highly optimized game, you can just opt to render out a huge lightmap for…