Hello, I am having issues with the model I exported from zbrush. So here you can see, there are two faces on some of the parts of the models. This means when I move an edge, a face is behind it. There is not a face behind everything. In wireframe mode the 'double' wire frame is a dark blue. You can see this issue even in…
Yes. Material balls tell you very little about the utility of a material - you can't see how it tiles, you can't determine scale and in most cases you can't even see the whole texture. These are very important things in terms of making something thats actually useful. The best thing to do is as you say, build a small…
Hi everyone, I know it's been a long time but as I working by night to be able to eat, it's hard to find time to work on this project.. Anyway, I still made some progress. I reworked some part to be closer of the concept : - Enlarged the wheels - Grown the chains and the lanterns - Grow the central block - Optimized the…
You've got some really nice work in there, what I'd like to see more of are construction shots, currently there are none as far as I can tell and they're really important, so texture flats and wireframes are needed I think. And what would I like to see less of? Wix. I really don't like wix, the main reasons being that…
Issue A is a classic issue between 3DSMax and Zbrush. It has a tendency to split every single face on the UVs, and then flip all of those individually. So while it looks like the same UV set to human eyes, it's all disconnected and so you get visible 'wireframes' on bakes. I wouldn't worry about it because I wouldn't…
http://www.engadget.com/2011/02/07/lenovo-thinkpad-x120e-review/ http://www.engadget.com/2011/02/07/sony-vaio-yb-now-shipping-amd-fusion-to-your-door-for-600/ Two alternatives to the HP http://www.kitguru.net/laptops/zardon/hewlett-packard-pavilion-dm1z-fusion-ultraportable/15/ Link to the L4D2 results, 30fps aint BAD I…
Alright everyone here is my update!!!! I finished texturing and setting up my scene for beauty shots, but with changes with upcoming feedback I receive. The prop was rendered in UDK with a light pass and post processing. I made a simple material shader so there is a slight reflection. All textures are 2048x2048 and the tri…
Good stuff! Do more! It takes a while to for me to load up the only slightly larger images. I think you need to work some diffuse maps into your pieces. I think you need to display low poly wireframes. I think you need to display texture sheets. I think you also need to be clear on your construction methods, are those…
Wow, that face is freaking awesome. Love it! One thing that grabs my attention right away is what seems like a texel resolution mismatch, between the perfectly sharp face and the somewhat blurry hoodie and chest. Maybe an aniso mip filter might help with the top of the hoodie? The chest almost seems like a different style…
As has been pointed out by others, the wireframe shows off that a lot of those edges can be removed. The rule of thumb is that if it isn't contributing to the silhouette, let it go! What is the poly count on these assets? I just finished up a handgun that was no more detailed than your 1911 that ended up being in the 2600…