Many thanks for this. So as I understand it so far we get the sculpting abilities of Z brush with the Mesh sculpt, The manual UV seams found in Maya Bonus Tools, and I believe Max, and the functionality to retopologize found in Topogun all in one. Awesome. But I did get my custom shelf erased "add" to shelf was actually…
I could point at my script, Array 3D, which gives your some of those functions as well as randomize the models you use: http://www.polycount.com/forum/showthread.php?t=84489 I'm currently finishing off on some parts of the new version, so if you can wait a day, you can get the new version. :)
EDIT: woops, I guess I didn't read that correctly. I'm sure you can do something similar in realtime. All you really need is to combine two emboss functions (one for red/X and green/Y). It's not super fast, but totally acceptable for viewport previews. If somebody else doesn't get to it, I can poke at it tonight.
Are you going to be adding alpha maps for the fur? I'd strongly suggest it. I'm also no expert in character/animal modeling but if this dog isn't just going to be standing still, wouldn't you need to add functional edge loops around it's knees and joints? Those areas will be deforming when rigged and it may look funny if…
to me it doesn't feel all that functional yet. I think you need to make the forms follow some sort of actual anatomy, it is very rigid almost like legos atm. If you have zbrush I would dynamesh the whole thing and play around with sculpting forms and see if you get something more natural looking.
Nice video! @elementrix Are you painting on flat uvs in CS or are you painting on the 3D model in CS? @bounchfx Mudbux has paint layers that function just like Photoshop (normal, screen, multiply, etc.) And getting your stuff into CS and then updating back and forth is super EZ. I personally still prefer Mudbux for…
looks cool, like it! one thing that springs to mind though is your armour design just seems a lot less interesting than what it's covering up.. lots of big flat areas could you maybe think a bit more about where each piece of armour was scavenged from and add some details of its former function?
I can't get mine to function without a lens attached. When I go to snap a photo, it say's "NO LENS" on my LCD. I'm going to get one of those lens reversing caps and hopefully it tricks my camera into thinking something is attached. The cover (like they show in the tutorial) isn't enough :( Damn smart ass cameras!
Looks functionally near-identical to a magic slate. If it could save or export the images, maybe import images to draw on or had a replaceable battery, I could see the point in using a LCD. Maybe it's something that's only apparent when you use it but I can't see how this is different from a magic slate except it has a…
I'm using 2009 atm. Yeah I removed all materials and sceneMaterials.count yeilds 0. Did the Schematic View thing and I couldn't see any nodes... I also tried that gc() garbage collector function and it does shave a few kilobytes off but still standing at 19mb. Asset browser is still referencing those textures :poly105: