Ue4 already has a plugin tool that is currently being used for films. http://www.cartoonbrew.com/tools/real-time-rendering-changing-vfx-animation-production-153091.html This is the future. I wonder what will happen to offline renderers.
I Would tell them to go F*#@ themselves unless they are keen on not burning any bridges. Past employers can often become future employers....... I would be more inclined to go the bridge burning route though :)
Good stuff Paul, I knew that style and name looked familiar :) . Probably too late to refine the sculpt, but in the future I would use the trim dynamic brush to get some crisper edges on the cuts and centerline of the blade.
I'm shocked this thread doesn't have more attention as I missed it before. This work is incredible, I'm definitely bookmarking this for future inspiration. Now to deal with the post-game depression caused by completing Burial at Sea Episode 2 :(
Nevermind guys, I figured it out. I tried to turn up density to 5 but because the mesh is so huge zbrush was complaining about memory. Worked anyways. Hope that helps anyone who runs into this problem in the future.
Thanks for the reply! I'll more than likely go for the medium version then, it's a little more expensive but I suppose it saves me having to upgrade in the future when I find I need a little more space to work with :)
You're welcome! We do our best to help out. If you need to contact one of us in the future, the easiest way is to go to General Discussion and click on the Information sticky. In the first post there is a link to the moderator contact list.
For future reference, we have a bunch of them listed here. Not sure which work in CC. Some of them do offer quite a bit beyond what an Action can do. http://wiki.polycount.com/wiki/PhotoshopTools#Export_Tools
Gotcha. That is a great point. My main goal was just perhaps to translate it to 3D, without a significant overhaul to the design. I'll have to keep that point about miniature designs in mind for any future pieces though! :smile: Thanks!
yeah just reverse the normals on that part of the mesh, use backface culling in the viewport options to spot this sort of thing in future. Are you using a realtime render engine to show this off? why not use ue4 or marmoset toolbag 2?