Bagelhero - Thanks man :D , Ya im going to go back and rework the leather and skin some more. Makkon - Im going to put together a tutorial video showing how i did the hair Im going to do it right after I finish this character. Angrymindtricks - Thanks man, Ya I used the IMM zip[per brush in zbrush, but you could stil do it…
I tried putting some masks on it, but im not sure if they are actually working :P but i havent spent a great deal of time on the mask side of things yet. I totally agree with what you are say mrpresident, it's our first item for DotA2 and working with these constraints so it was very much a learning experience! Slark is a…
That'd be great Mrfred. How do people normally share files like this? Polycount doesn't seem to accept anything other than image attachments... Can I email you the file? If so, could you PM your address?
23. Texturing: Taking A Second Look Now is a good time to take a second look at your colour scheme. What might have looked good in concept may now look different. I was not entirely happy with how everything was working together so I quickly painted out some new colour schemes. I was trialing Mari at this point so I was…
Depends, but the hard edge is 'free' when it's already on a uv seam so you get the benefits of using a hard edge without the negative extra cost. As EQ points out in his baking thread the benefits are for (tangent space) normalmaps, by lessening gradients. With the cylinder, sg's via islands would get you almost exactly…
@MrJar0 Thanks for the write up! I agree with everything. A lot of the props in here aren't near finished yet. I'll make sure to address what you've said as I continue working on it.
Do you not find though that zbrush will always have bad seams regardless of whether you have your tool set to paint in Z only or not? Also dropping your mesh to the canvas then using the grab Mrgb tool is no good as it will always create a dodgy seam that is impossible goo to fix. even with blur or smudge. As for mudbox.…