btw i made a spesific material for the armor if u like it i could share it :) Note this material will not be included in the bake its just for the zbrush render i used only zbrush and zbrush alone for everything i make Armours: basic retopology once i sculpted a basic base, most of the times i dont make a basic base i just…
Hello Human Beings, We are a small group of three trying to start off by making a time travel based game. In the game, the user have to complete levels using his/her time travel control ability of slowing time down, solving riddles, and more alike. A common example I'm giving is if you have a very long room with a door on…
Some tutorials say when exporting as a displacement map, you have to paint only in the Y direction, I didn't do this when editing my terrain from World Mac. I wanted to add some caves and stuff too. The reason for this is for quality in your actual sculpt, the displacement map is extracted via height so it's logical to…
I mean sewing the UVs in the 2nd channel (the one for lightmaps) together so that there aren't seams. Looking at the OP's example: Instead of having 2 instanced meshes side by side you'd want to have one mesh with seamless UVs where the lighting seam the middle is. So in this case you would want to have 6 UV shells total…
One thing that might be awesome, is being able to use something like all of 3D Studio Max's modifiers to actually animate different effects (not skeletal) directly in the game without having to vertex bake everything. Totally would make a few games using just warp-space modifiers. Not to mention, if you wouldn't have to…
Sorry for not reading the entire thread but I think this might not have been mentioned yet. So for your own sake, the ao material input only works with stationary or static light sources by dafault. This is how it is, when you have static lighting allowed in the project settings. It will never show on its full intensity,…
I like the likeness as that crazy eyes remind me a lot of Frimmel though the overall anatomy looks a bit off to me, but it might be hard to tell because of the pose. In any case the shoulders seem to be too wide and I miss any kind of trapezius muscle to break up the line between neck and shoulder joint. I have a hard time…
so a while back arshlevon posted this thread: http://www.polycount.com/forum/showthread.php?t=70521&highlight=jordu and suggested that everyone take this jordu guy's class. He ended up making this in the class: http://www.polycount.com/forum/showthread.php?t=70549&highlight=jordu&page=2 I figured it might be a fun class…