There`s no way to do a precise pivot placement in zbrush. Just move the mesh with transpose or offset slider in tool->deformation and "mirror and weld" it when it looks ok. Or just go back to maya, mirror and get back to zbrush. There`s an awesome script Styx for quick import-export beetween zbrush and other…
Have you checked out Shader FX in Maya? You could write your own RMA shader to mimic the one you use in Unity. I did something similar in Shader FX for 3ds Max when we used a custom channel packing setup in Unity. http://ericchadwick.com/img/robot_rising.html#utility_shader Also did 3ds Max viewport shaders for the Unity…
Something to illustrate my problem. Allegorithmic is talking about base color/albedo in all their videos, but in their substance player they use the terms diffuse and specular. But in this example it must be specular workflow right? Also there is a bump and height map which are basically the same (one is 8bit, the other…
I use 250gb for windows, programs and the working project and it's big enough for now. I think an X99 platform is overkill, a good old i7 4790 on 1150 socket has plenty of power. From my experience, the biggest downtimes were when accesing the hard drive for read/write. If you have a large .psd 4k document you'll wait a…
To help with the gradients, do exactly what Bartalon says. When you are baking the normal map, try using a 16bit tiff and converting it to an 8bit image in Photoshop, that will dither the image and smooth out the banding artifacts.
Rise from your grave!!!!!(again) So I had some work I was cleared to show (some) and a personal piece or two I did before I went on my whole art test//interview/relocation with Sledgehammer back around the beginning of 2014. Once that whirlwind started I lost track and didn't bother to update the thread. Now that I've…