Finished the low poly and sent off a test bake, I'm getting lots of weird projection errors. @AlecMoody think I could get some assistance with this? My tangent space output is set to 3dsMax and my Marmoset is rendering using the 3dsmax tangent space setting.
We would need to see your wireframe in order to comment on your topology, but it looks good so far. Proportions seem correct and you don't have any visible shading errors. The likeness isn't 100% though, but I'm not sure how accurate you're aiming to be.
Looks like you have some normal errors around the metal bands, also, i think you could give some more life to the texture, Darkening the wood and adding some grime around where the metal bands meet the wood would add a lot.
@alange Thankyou! I'm afraid I don't, we learned it at work through a lot of trial and error :( I've had quite a few people ask me though so I'm considering doing a project focused on hair that I'll try and turn into a simple Xgen tutorial :)
Ahh yes :\ Pixologic is right though that's not a ZBrush problem, occasionally the tablet service just fails to load and won't work in any app. ZBrush spits out errors while photoshop simply disables all tablet brush options as it assumes you dont have a tablet.
One thing ... not sure if you're doing it on purpose or not, but every time you go to reimport the texture you get the error message that you need to select an object first. If you forget to do that so often, your users will as well. Can it remember the previous selection somehow? :)
[ QUOTE ] Besides, I'd take the clean, hand crafted style of characters from something like Tekken over the messy photo-slapped EA sports stuff any day of the week. [/ QUOTE ] Ding! Don't worry, Daz, these young padawans will eventually learn the error of their ways.
Vig did it the way I did, just better and faster, of course. You may have fixed these already, but the .obj I downloaded from your first post had two minor geometry errors. A hole in the left lapel, and an edge too far into the collar on the right.
Haha thats awesome! The previous version worked like a charm but hell, thanks a ton, I'll test that new version NOW! As for the Q4bones I'm still getting an error : -- Unable to convert: undefined to type: Modifier Any idea? I'm such a noob! http://www.pioroberson.com/files/_q4bonesorder.mcr
The only way I've seen it work flawlessly is to build a multi sub-object material and name them appropriately before exporting. Build the multi sub from scratch. Chances are you've merged and detached objects and the multi sub is probably containing errors from all that merging.