Hey Passerby, Thanks a lot mate, just saw your post. Really appreciate your time getting your hands on this, I was exactly in the need of something other than maya's default for bevel. for me thats enough man, again really appreciate it! cheers!!
I ran one of the actions and it didn't work ? Then again I have a short-cut linked from an external folder into the default PsCC-2014 actions folder, it shouldn't make a difference. When I run one of the actions, suppose the first action, nothing happens.
Export as .obj, and it should import into zbrush just fine. Not sure about the editable poly thing, it's been a while since I've used 3DSM. It wont import the material though, as zbrush uses it's own 'MatCap' system. There is one that resembles Max's default Blinn however.
He has the chains by default, but i think the gem in the center draws more attention to the chains which i think looks as you said more hellish. I went for less spikes and ragged cloths to a more cleaner heroic look if you can say that :)
The combination of your distorted Cage and the difference between the surfaces of your high-poly low-poly is causing the problem.....but mainly the cage. Is your lowpoly using all hard edges?, might be better if you dont use a cage and use the default ray distance method.
Try lifting the light from intersecting with the floor mesh. Also I have to say +1 to Oniram. Lightmass is built to create efficient and usable lightmass combined with specific statics or areas that are lit dynamically. Try using movable light actors which are default dynamic.
It looks like it has the exact same shadows as in the original image, but the Shadow Penumbra on the landscape is suddenly set to 0 or similar negated value. Check your light setting for the Landscape in its Properties menu - possibly right-clicking and resetting all Bold values to their defaults.
Thanks guys, I fixed it. Under the dominant directional lights properties in the Cascaded Shadow Maps drop down, I had to increase the Whole Scene Dynamic Shadow Radius from the default of 0 to something ridiculous like 2688. But that fixed it. Thanks again Polycounters.
That's nice, but your EYE TEXTURE has specular baked into the diffuse map. No rendering feature in Max is going to change the texture you showed us. the nasty lighting is probably Max using the 2 point default light setup, which sucks a cubic fuckweight of dicks.
Hi and thank you :) For a cleaner look I use a lot of TrimDynamic and Smooth Brush. Overall I'm using ZBrush brushes with default settings, but for shoulders I created Alphas and made several custom brushes. I might make some more for other parts.