In Unreal Engine, there's composite textures that help kill specular on noisy surfaces (their reference images kinda suck, but it's great for terrain and flat surfaces): https://dev.epicgames.com/documentation/en-us/unreal-engine/composite-texture?application_version=4.27 Valve talks about a similar problem/solution on…
Ok, now we're talking! I have seen, Dawn, 28 days, and 28 weeks, but I hadn't heard of The Thaw, that looks interesting. And Val Kilmer? That was a surprise. :D Looks creepy indeed, will be checking that for sure. Thanks
awesome work guys, we have just few days to finish lets keep the deadline in the same timezone as the polycount challenge? this month goes to day 28, so it could be day 28 till 23:59, what you guys think?
Press sheet? sorry never heard the term before :) Is this what you mean? I did finish it off a few days ago but forgot to upload it here...CFL Grey Cup weekend and all :) By graylen at 2011-11-28 By graylen at 2011-11-28
"Try it out for yourself, if you like it, thank them by buying it, $28 for a single personal license (non-commercial) and $68 for a professional license. You can upgrade from personal to commercial for $28." So its cheaper to get the single and then the upgrade then buy the upgrade outright?
You could also calculate your scale factor manually and put that into the transform type-in field (just underneath the viewport), e.g. if the object is 28 units long and you want it to be 17 units, you'd divide target length by current length and get 17/28=0.60714
Greevar is dead-on. At this point you need to focus more on form and topology before worrying about Zbrush and rigging. These pages on the polycount wiki need to be in your bookmarks: http://wiki.polycount.com/BaseMesh?highlight=%28\bCategoryCharacterModeling\b%29…
More ram will not help you with that because subdividing a 7 million point tool would give you 28 million points which will put you well past the default poly limit. You should never need a 28 million point mesh, you need to work more efficiently.