Some updates on the Buffalo/Bison beast creature. The eye colour is adjustable in Substance. The fur was made in part with Xgen (the larger bottom chunk) and Interactive groom, I found that using splines is quicker, but Interactive gave me a lot more hands-on control.
That is not a liquid cooling system, did they sell it as such? I use be quiet! case and fans, very happy with it, but I have a much weaker CPU, you probably need liquid for that beast, or just get a weaker CPU which runs at manageable temperatures :D
"Your code name for this mission will be Kevlar Gorilla" Hell yeah, sounds like I'm an unstoppable beast! Indian_Boy...I'm so sorry, though I'm sure that name is only there for the enemy to underestimate you. Like calling a huge ripped guy "Tiny".
I had plenty of friends on the project - though I'm not surprised that the project went the way it did, I'm surprised that it's happening now...That's A LOT of work to just throw away. Vanouver's a weird beast and the scene there right now, in my opinion, is kind of depressing.
Dear Noors, after some tests, my problem is shared also in Unity Lightmap Baker (Beast), infact it is a TANGENT problem of geometry. As soon as possibile I reup my filemax =<2012 and I hope you have time to help me
This is the nature of the beast. You will get this kind of smoothing with only this much geometry. Adding more geo, like Zombie stated would fix it, however a baked normal map from a high poly is probably the best option. Baked normal map below.
It's lost to 2.5D, although your earlier save should still be there, saved as a .ZTL. RTFM is the best advice I can give you, because Zbrush is a bit of a weird beast when it comes to UI and any standard conventions you might be used to.
Man, get the hell out of here. These 3D models looks just like 2D paintings, I love it and haven't seen this before. You are a beast, you came a long way since we started many years ago :-) Keep it up!
You mean decimation master, right? It's a beast of a tool. If the mesh isn't going to deform, and UV mapping will be OK with a decimated mesh, I don't see why it would be an issue. Also, just because a workflow is lazy, doesn't mean it's not useful or efficient! ;)
Ha ha - thanks for the comments. I know it's a bit out there - so much fun tho. I did try to keep the engineering aspect reasonably workable, that beast would probably have some serious performance issues tho. :) Thanks again!