I took 33 pictures in a circle of a replica of King Tut's headpiece, processed them with 123D Catch, and then tried to refine them in Zbrush and Modo. But I can't export the UV texture from Modo to Zbrush. Any help? :|
an example i saw a while back. compare the inception reference to the 3d work. the movie reference looks more realistic, mostly because of the fish eye problem: http://www.polycount.com/forum/showpost.php?p=1228911&postcount=1238
Hello guys! Let me start off by saying I am a total freaking noob when it comes to this area, Im a bit out of my element, but what I am doing is making a huge mod overhaul for a video game called Total war: Shogun2. This requires me to change to the map from japan to china. After a tedious process i have got this to work…
So my computer died this morning when i tried to change the texture settings in portal. Looks like its just the video card as the monitor just turned off. Tried another monitor and no go. Computer is ancient, I haven't spent a dime on it since I bought it in 2002 or 2003. Got some old parts from my brother to bump it up a…
A coworker just told me and i googled it... Seems that Autodesk is trying to tidy up their image a bit, looky here: http://www.123dapp.com/ http://www.escapestudios.co.uk/autodesk-123d/ So basically a free modeling app, we'll see how usefull it'll be Thought i'd share...
Your thumbnails seem to be little more than a change of pose/equipment for your robot, the exception being 5. I would try to vary the design a bit more when thumb-nailing, because at the moment our choices are (1234), and 5.
Lightmaps in Unreal store all lighting and shadow information in a RGB format so you get full color lighting and shadows. If you want to go with a full dynamic lighting solution you could use Crytek's Sandbox editor rather than UDK. Check out the Crysis Sandbox Editor - MASTER THREAD on how to get it for free, and my post…
Modeling: -rocks far too lowpoly and too straight -actually, everything is too straight & clean right now. Move some verts around, make stuff crooked. -optimize bolts drastically. Either lose them or make them simple cones (no truncation) -optimize lock -metal bars are too thin and incorrectly placed -spikes too thick and…
it's pretty easy to code this with tangent-space normal maps. basic concept: save every pixel in to a 2D Array with it's current R and G (and B) Value (B will not change). R and G convert to a vector of 3 dimensions (while only 2 have a value, which is x for red and y for green and z is defined as following) with angle in…