Hey guys I ran into a little problem. It turns out that flab of skin that connects the top jaw with the bottom jaw is a little messed up. When I was connecting it to the mouth in my 3d modeling program it turns out there were some hidden polygons underneath the actual jaw. Is there a way to fix this in Zbrush?
Oh god, yes, give us an alternative to Zbrush, please! T_T Nevercenter says Silo 2.0 will have displacement painting, but I can't say I think they'll have anything like Zbrush's projection master or ability display a metric fuckload of polygons on the first release... Here's hoping though.
if you are using maya go in your panel to renderer>highquality renderer to get a better view of things its hard to see right now, also in maya you will want to go in your panel>saved layouts>Persp/Uvtextureeditor and to create your uvs under the polygons menu >create uvs -Woog
Your model is very technically sound, but not very efficient use of your polygons. That aside, does your UV layout use any mirroring at all? I'm confident more detail could be achieved from one 256x256 texture. If this is 3d art, pretty good job. If it's game art, start over.
here's a minor update, I fixed the mouth a bit, pulled down the eyes, and redid some stuff in the normalmap, hopefully a bit better now atleast. and started texturing the crotch-area :) About the spine, maybe thats because they are loose polygons while everything else is in one piece...I'll have a look at it...
I dont know if they still offer it, but there used to be free trial of the pro version. I used my copy to convert some premade models and they did come out very very polygon heavy. I didnt make these models tho, so I couldnt say if its the artists fault or Sketchup's.
These latest shots actually have me feeling a little less impressed than I was when watchin the HD trailer way back when. It looks like they've had to go crazy with polygon optimization and in some areas it's kinda painful to see. Really looking forward to what they show at quakecon though.
Seems like something to do with the smoothing. The anomaly doesn't lay on any edges or polygons, I checked all this and the geometry is solid. It's a 1202 solid mesh. Smoothing is Auto and Prevent Indirect Smoothing checked and set to 180 like all of my models, since I don't use smoothing groups for these models.
I quickly tried the convert to mesh - and it converted every strand to polygons. Max fell over, dribbled a bit. I've been playing with the idea of writing a script that creates hair planes, based on underlying geo, presets, hair length etc. Got parts of it working but I'm bogged down at work at the minute.
Oblivion, full stop. From the skill system which encourages 'favoring' all the skills you'll never use, to extremely wasteful assets (go go three-thousand polygon rocks), there's just so much wrong with the game it hurts my brain. It's a pitty because what IS good is good-- especially the expansion.