Hi , I have made a retopology over a previously created model in Zbrush , now I just edited the original Zbrush model with some minour retouch ups that probably may have switched the position of some polygons , nothing big but probably the retopologized model wouln't match anymore soperfectly as befoure , is there a way to…
Also you can always export a hi poly model and transfer/ borrow normal directions from it. I do so with model copy dynameshed in Zbrush to tiny polygons. Max doesn't have a native tool for normals transfer but there are 3d party scripts starting with normal theft . Or you can always do it with data transfer in Blender…
Really clean set of assets you have here. Sme assets though such as the door which this is very strong is the over use of polygons. If its flat you don't need it. You know what I mean? Unless your using ir for texturing in wich case ill just shut up! Haha.
As for the first part, you're trying to transfer a smooth curve onto a 2 polygon curve. That's just never going to look 100% right. Try adding more segments. Curved pieces like that are the bane of normal maps - you usually have to add more geo than you're comfortable with to avoid visual uglies.
The game engine can only read white or black in the alpha channel (color map), not grey. So you can't really cheat the engine because it will ignore everything that was blacked out in the alpha channel and is set to fully transparent ingame. The alpha channel is there to conserve polygons, so people usually use it to make…
I didnt see much weapons in zbrush, you should avoid it , except causes u want to make some bio weapon or some rly rly damaged one, or want to add welds.. nowadays you can go up to 10-12k polygons....6-7k is pretty good number imo
Darkmaster, thanks for the kind words :-) njc6425, me too, it's gonna be fun! ivanzu, nop, I used this script: http://www.scriptspot.com/3ds-max/scripts/stone-placement-tools and then used a good ammount of bend and FFD modifiers to bend them to the arch and then finished them off with a optimize modifier to bring the…
Myself and DoubleLeaf have teamed up this month and will be looking to have at least a few submissions by months end. To start DoubleLeaf created this pretty styling concept for Skeleton King, A few Wip shots of me laying out some very flat polygons Creating some form And smoothing groups and turbosmooths ready for…
If you are rendering in Mentalray..it has a tendency to render elements/polygons that are hidden using the "hide selected" button in the editpoly modifier.... one possible solution would be to add a mat in your multi-subobject material that is completely transparent..and whenever you want to hide those certain objects..set…
Only two crits. The shoulders, which were already mentioned, and the wing membranes which have quite some wasted texture space. I'm thinking this would be a cheap, simple fix: Saves a whopping 24 polygons too! ;) You might also want to check your alphamaps, or the engine - the transparency is acting up.