Well last time they've added Trim Curve which generates triangulated mesh. I think that was just the first step. I wonder will they announce Zbrush 5 or just 4r7 this time.
Is it just me, or does the game look a step away from real towards toony? I just had this very much MMO feel about it, like its more simplistic. Dunno.
The marble material is still WIP. I need to tweak a few more things. In the meantime I worked on a wallpaper material. The pattern is just a placeholder and will be replaced by my own SVG as a next step.
Latest update. Made some foliage to start covering the room with, still alot to be added. Next step is probably to fix the awfull plaster texture. And to start working on the floor and the pool.......And tweak the lighting:)
Created the model. I couldn't figure out how to do thin surfaces in zBrush, so I ended up modeling them in Maya. Next step is to throw it in zBrush and sculpt details!
Hey everyone I have a question. what are the steps to download and install carapace into photoshop? When I download it I get a rar. file and i'm not sure what to do please help.
I might be weird but I actually enjoy UVing and don't see it as a chore at all. It's one of the steps you take to get the best looking asset possible and so it's as important as anything else.
disregard the damn reel, I know it sucks. the people in this thread are all in agreement it sucks. I'm trying to figure out what my next step is, not dwelling on what I've done wrong.
there is a definite difference in the smoothness of transition between the sensitivity of the 512 and 1024, I've used both. I've found sometimes the graphires had a bit of jumpyness in size steps and the intuos was always smoother in transition.
for example, skip the characters for now, find a simple object, try to recreate it as a game-art prop, meaning, lowpoly and textured as a game asset, take it in regular steps, show progress here on polycount.