Hey, doing a good job so far, I am learning anatomy too but I think you need to tweak some parts on the body. * The muscles on the abdominal part are too off, if she have a fit body they should be more inside * The breasts are good but normally the woman have the breast lower than the man so the nipples are lower than the…
Thanks everyone @TheMajor Cheers Tom, yeah your right about the chromed material and it was already on the agenda. I'd left it out of the DDO file to cut down the .PSD memory as its would create tons of layers for something I could do simply by hand. You can't really see it on the shot below but the back of the interior is…
brian:u rock for havin a zt knife. THe the lil hole near the clip hollows in, but the handle itself , i faked it and stuck a middle peice in. I know i know:poly141:.wouldnt adding the ZT logo be copyright infringment ?? heh well heres a couple mins fiddling with the spec, looks less fake, set up a 3 point light setup. im…
Hi there, So, I'm not sure as to how exactly they achieved this map, but I was able to get a similar effect by using the same workflow you do with Zbrush/xNormal. So hopefully this is helpful. I used the Basic Material shader in Zbrush for my high poly model. (Cleared out any polypainting with white) Added an extra light…
- I would show both. The Sculpt then the Game Ready character with Maps. - I would not render images with a higher polycount or any maps that I dont use for the final Game ready character. Most game engine shaders have the ability to contain maps in the Alpha such as Transperancy & Glow so I wouldn't bother showing those.…
Don't forget that current hardware's leap isn't as big as the last gen's jump in power due to economic reasons. I remember Tim Sweeny urging for the extra power to make a lot of the "next gen" features we were promised come true. But ultimately MS and Sony just couldn't afford to take the same kind of risk they did at the…
Sounds to good to be true, eh? They show the method I am talking about in the gnomon DVD where you never have to enter the unwrapping window ever, you just build everything from mathematical surfaces like lofts and it is unwrap automagically. The artist who made the DVD worked on god of war 3 and a ton of other PS3 game…
Just my 0.02$: 1) Use texture tiling ( aka texture wrapping UVs ) 2) Use procedural textures ( noise, wood, skin shaders ) and composited layers. 3) Use texture compression ( DXT1 for color maps + 3Dc/A8L8 for normalmaps ) 4) Detail mapping ( detail=signed grayscale texture tiled ) 5) Fur fins to hide the base texture 6)…
whats_true: Yes, I am aware of the faults of running the diffuse map straight through CrazyBump. For my older models, I had been creating a separate bump map and then taking that into CrazyBump or the Nvidia Photoshop plugin. Recently, I have been using Zbrush and using transfer maps in Maya. Most of the assets are mine in…
Awesome stuff! Crits: - It might be a touch dark for TV/CRT's. If this was a level for the 360/PS3 you'd probably be told to lighten it up a bit. Probably just changing the color of your ambient light to a lighter shade of blue would work. - If you really wanted to dig back into the lighting (sounds like not, and I don't…