Yeah this seems unnecessary to me, the detail that you can't model or sculpt in, can usually be done using certain photoshop fixes, in the normalmap or the diffuse to bring out more detail.
thanks guys here are the textureflats for the diffuse and spec and a workflow wip (this arttest was made before zremesher was inside of zbrush so i didnt get to use it + this might be cleaner anyway)
Can someone help me out? My normal doesn't appear in-game!! This is the normal i use And this is the in-game shot: The masks are the same color as the diffuse map for testing purposes
Use a 32bit TGA. Load it in Diffuse channel, and disable Alpha. Drag-copy into Opacity, enable Alpha, set it to Mono Channel Output. (IIRC, don't have max open)
I would love to see the diffuse. Looks like a beautiful hand painted texture. I'm particularly in awe of how natural the hair looks at the back of his head! Stunning.
agree with dustin, the top hatch looks a little to clean compared to other areas...other then that it's a lovely model...is it the diffuse or the ambient light that makes it look so blueish in the upper renders?
So... flat mapping where i need to draw the straight lines and then stroke them. FFrom theese line I should obtain both diffuse and bump panels' inset?
You sure? Looks like a diffuse-only Umodel rip found on some alleged "Free 3D Models" site. Those intentionally misleading sites are the fuel for crap like this.
Maybe it's unrelated, but I see that your UVs are too close to the border of the UV space: scale them down a little, and then export the diffuse map again from 3D-Coat.