Hey Pennywise, nice start so far, I think you might be making more work for yourself than you need to with such a symmetrical design. You could take just a quarter of that texture and tile it. There are multiple ways of making textures using Zbrush, hopefully at least one of these links will help you out: This series of…
Thanks, i'll look at these issues tonight. With regards to the scale I envisioned the Hovercraft sat at on a slipway and the final camera angle being slightly pulled out, which is why I exaggerated the size of the stitches and bolts. I want the final thing to be a little isometric diorama, Similar to Marie Lazar's lovely…
Semester's over! Time to dig this out again. If you wanna see what I did during the last two months, except for commute + sleep, look here: http://www.polycount.com/forum/showthread.php?t=154140 I re-did Annie's UVs and baked her maps inside Substance Designer. Here is some quick texture work done inside Painter: I'm…
Now I'm just confused about the PC port. I see people saying that it's a good port, but then those same people mention a lot of the huge glaring issues that made Ghosts a waste of time and money. I'll probably wait at least a month before picking up the game, it seems like the game suffers from some of the flaws that…
Alright, time I come back to this. Didn't go into much detail with this sculpt, just tried to get a good body form. I used references for the entire thing, so just crit away on the torso here:http://www.polycount.com/forum/showpost.php?p=1250136&postcount=56 and the one below. Head was just quickly done (It needs a ton…
I had this issue with a highpoly mesh, had to mark certain faces, grow selection and reverse normals. Tedious process. The conform did not work... Found this too, http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=12567811&linkID=9242258 Am wondering if I could have fixed this in zbrush? I guess turning of…
You should be using UV/smoothing splits to control shading errors. Splits cost verts but so does everything else in the model and you just need to build that into your workflow/budgeting. Ubervert count for max makes tracking verts easy and if you are concerned with optimization you should use it. If unreal rendered normal…
http://www.polycount.com/forum/showthread.php?t=125680 This thread mentions a way to add TGA support, but in the link it says it requires a bit more to save as 24 or 32 bit.