Do you mean to actually connect the geometry like merging vertices etc, or having pieces in your 3D App separated (like a character with a belt or necklace)? The latter should be no problem, i guess most engines create a combined mesh during the export process, and you keep a better organized sourcefile. If not, just…
Hey RJBonner, So what I'm trying to do is utilize my entire tablet for just the zbrush UI. Rather than lets say I'm using a 2 monitor vertical display with 1 monitor on my desk (main monitor) and the other overhead on a shelf. Only the bottom half of my wacom tablet stays in the zbrush UI. Make sense?
Yea I just checked that at your suggestion and it was turned off and grayed out :/ To show what I meant is, I make a plane on a 2048x2048 canvas, go into edit mode (because it won't let me frame it otherwise) and press the frame button. Then I try to see if it tiles by using tilde key to move it horizontal/vertically and…
Wow awesome info Brendan thanks! As for the generic look, I'm still learning so I took blueprints and matched them as much as I could. For the normal maps, it's also something I was learning so I figured I'd try it out. The only thing I was using the normals for was for the bumps on the vertical wings in the back.…
a few extra vertices, probably not a big deal. What's the use of the model? Would the hands be seen up close? I think nails coming from a normal map would be fine otherwise. One nice thing about the way you did it is that you can split them off into a UV shell easily, which you can target easily for texturing.
I like how you sculpted the upper body, it's pretty close to the original's feel. I 'd say your pose is a bit too stiff, his waist should protrude forward more and the chest should slope outwards as well, now it is almost vertical. Here is the zbrush central art dump in case you haven't found it, keep it up!
Cool assets. your site is too hard to navigate though. I'd go with a simple vertical format. some examples: http://polygoo.com/ http://www.damianlazarski.com/index.html http://www.alecmoody.com/ Also I'd try to include a bit of variety. Right now you only have stylized props. They look good but it wouldn't hurt to have a…
Thanks for the replies! I actually found a number of fantastic guides and link last night via this forum and had a good read. It helped put a few things into perspective, but I've yet to find anyone whose actually attempted a 3D tileset tilable both horizontally and vertically. 3D meshes. I'm using a voxel-like data…
The front of each arch can be flat. Then rotate them slightly and interpenetrate the sides. Each arch can have one side column, which its neighbor arch will interpenetrate. That way you only need one vertical set, smaller archways for each higher tier. You can add variant arches for variety, but at the minimum you only…
There's some progress. I dug up some old thread where someone suggested rotating the normal map so that the faces with the lighting issue are vertical in texture space, so I did that and it improved the look a lot. But the issue is still there, to a lesser degree. I'm determined to find out exactly why this is happening…