Thanks for the crit and encouragement guys! I went back and made the head smaller and tweaked it out with more teeth showing. I also shortened up the arms. Not TOO much, but about where they looked functional. I probably could have made them shorter, but I am happy with them. So this guy is done for the sculpt. I'm moving…
Directional lightmaps? How does that work? I'm still a little shady on light maps. I know that for unreal I need to create a second UV set that doesn't have any overlapping UVs. But that's the extent of what I know to do with them. I'm unfamiliar with what else can be done. I assumed that Unreal just uses this second set…
Add a 'Scene Capture Cube' actor to your scene. In the content browser, create a new cube render target (under Materials and Textures.) Assign the render target to your scene capture cube actor. To update the render target, move the scene capture cube actor around. You can also increase the resolution of the capture by…
Veyron: the model needs alot more attention to edges. the polycount looks WAY to high for an ingame car, and yet you have all these hard edges everywhere. even on a low poly car you want to pay attention to the bevel/chamfer of an edge, its a very important element of vehicle design to have hard edges the lead into soft…
I am not sure there are any freely available. I wish there were some nice PBR viewport shaders for max. Meanwhile, wouldn't the built-in mental ray and it's custom shaders suffice if you are just looking for some portfolio renders? I know it's not real-time, but the Realtime and Offline rendering worlds have been…
Had the same question couple of weeks ago, I'm using 801 though but I guess it's not so different than indie version when it comes to the baking process..try this: You need to add a Shading Normal output and Bake from Object to Render Outputs. The Shading Normal output can be found under Render Outputs > Geometry - make…
So spend some time learning again today. Trying to use more bevel for the edges and less smoothing to keep the count a bit lower then my usual earlier models. If you look back in this thread at first i made a simple couch and table with 41K+ faces. And now i'm here. I started to just make a quick cyberpunky style…
I've been playing around with ZBrush more recently, trying to figure out a good workflow that I can enjoy as well as being productive and efficient. I've ran into some problems but nothing serious; I'm confident I know what was causing most of them with my last sculpt now, such as Fibremesh not rendering properly, and the…
ZacD - I'm using xnormal to bake a object space normal, then using handplane to generate a normal map. I'm not using a cage. I am putting hard edges on UV seams. I don't know how I missed those shading errors. Sorry for letting them pass through. I will work on correcting them. Thank you for pointing them out.…
i think the model/texture looks pretty good, but i seriously think you're killing it with the render/lighting. the lighting is flat and un-expressive, and the render is aliased. it's pretty damn cool that you've taken it this far. i think some better mood lighting and some clean rendering would make it great.. cuz on the…