Hey, You said base mesh is this going to be taken into, Zbrush or MudBox? as I have mainly done all my models in 3dsmax, i am just started to venture into sculpting, and would like to see how this turns out.
what if u want a displacement map on particular part of the mesh and the displacement map goes inwards. Wont the mesh under block the floating decal or u are supposed to use decals with bump and normals only?. 3dsmax needs a projector system.
@ Lephenix: all except Gimli are game models, averaging around 20k per character. @ akacg: Gimli rendered in BPR in Zbrush, all others are screen-grabbed in 3dsmax, except the main prometheus image, mental ray. Cheers guys! :)
The right arrow doesn't read as normal map related errors to me. Only thing I can relate to is Lamina Faces in Maya. Any way to check the vertex normal directions in 3DSMax? Are they conforming with the rest of the surrounding vertex normals?
Daz, is that with the "Smoothing" option checked in the Brush palette? Looks to me like it's turned off. Here's a quick scribble I did on my Intuos2 in PS on my P4 3.0ghz with 1gb ram, 3dsmax, Zbrush, XNview and Firefox open
Here's a prop I made, inspired by the Eat3d pillar tutorial. It's not perfect, obviously. But I learn't a lot with it! So I'm confident the next ones will be much better. LowPoly: 3dsmax High Poly sculpting: MudBox Textures: Photoshop thanks
Is it possible that the Ambient/Diffuse colour values are something strange? I find that I usually have to tweak them in some way; even at 100% self-illuminating, for some reason 3dsMax still likes to shade stuff. Or likes to be confounding.
http://www.highend3d.com/3dsmax/downloads/scripts/object/mirrorVerts-3105.html i use this at work... it works great with symmetrical models, but if i remember right it isn't updated for the latest versions of max and may need to be fiddled with to make it work...
if you're using 3dsmax, put your glow map in the self-illumination slot and tick the "color" checkbox next to that in the material editor, and any areas that aren't black on your texture will glow. The brighter the colour on the glow map, the more obvious it will be.
But what he did is that he rendered out a side view screenshot, put it in photoshop, masked it so he paints within the image border, and project it back into a UV ready 3D mesh all within 3dsmax without lose of quality, how ?