So here's an update, made the tunnel from modular pieces and changed the layout a few times but think I have it now. Wanted some points of interest so there's a collapsed ceiling, staircase and dropshaft area. Also made some props, thought the polycount might be a little high but there are some extra loops for vertex…
Hi, Export to mesh is definitely a feature I'm adding. I think I understand, you would use the entire terrain to create a single large rock? I'm not sure about the bottom of the rock I could add some feature to connect the bottom plane of the geometry. Would a mask that you could clamp to the terrain be enough so you could…
Actually, already resolved this even though I just posted it (can't find the thread delete function on the new layout, but maybe this info will help someone else some day) I recreated the material from scratch using no layers, just a solid input-output of the input maps, and this time an error popped up "Arithmetic between…
My steps for normal maps are usually as follows (its a zbrush/3dcoat/xnormal pipeline): 1.Make hipoly mesh. This way I'm not worried about topology or anything technical. 2. Make Retopo mesh. Now I can focus on lowpoly problem solving since I've already focused on the creative aspect. 3. UV maps. Only the lowpoly meshes…
I have edited to the buckets instead of having three unique buckets decided to have two the same and one broken. I will duplicate the sculpted bucket to be used as the middle one and the one on the left which will have the handled broken from one side like the concept art so it looks different and is not obvious that it is…
Duuuuude :D THANKS! I came here (it's 5:30am >-> ) to edit my post stating that I'd decided to just go with spheres for eyes (standard method) and had figured out how to make it all work in Maya (YouTube) and simply had to apply it to Modo somehow (still trying to figure out how to export textures from Modo, preferably…
Does anyone have any more information on this, or is Painter a strictly PBR environment? I'd like to use painter to quickly layout some last gen models. I need a Diffuse (lighting baked in, not an albedo) a specular (Not quite the same as the specs used in s/g shaders) And on a final note s/g is no more last gen than m/r.…
Back from holidays...thanks for all your comments and critiques guys, i appreciate them very much. As soon as i have some spare time i'll put hand to it again, and maybe i'll set the Character page as default, to "throw art in people's face" more like junkie xl said :D About the centered layout, it was my original idea,…
so i have been real busy with learning all about topology, uv layouts, and texturing in general over the past week or so (trying to push my knowledge past just sculpting) but its been a real headache and so far my labors havent produced all that much worth showing... hopefully that will change soon though as im deff making…
looking good so far ^o^ I like the simple layout and the white dress ^o^ I think it will turn out great and I'm looking forward to seeing the final product :D To post mine in full I upload them first to deviant art, and then add them in as an image link! Here's a link to mine; if you, right click > open image in new tab,…