Hi Jed, Yes, I managed to get good results with xnormal, although the main problem is that I don't really want to leave the modeling software. It's probably me, but baking more complex forms usually ends up with quite a back and forth. Exporting then importing to xnormal doesn't really make it faster. So the big question…
Thanks for the info guys! I'll try them all! Now Jed, your detailed guide is impressive, but I can't seems to let photoshop go. Ive tried manga studio, paint tool sai, corel painter. No matter what I keep coming back to photoshop.
Hey Jed, Nope, this is in game model. It's around 15k triangles with a few 2k texture maps. The game is played only on a board similar to chess so there will only ever be a limited number of pieces at any given time. This give us some room to be able to zoom into the pieces to see some nice textures etc.
@Jed: I think the seam in your shot is too noticeable like it was in mine. I wonder if it's possible to make it less evident. In the presentation shots it looks perfect so I wonder if bevel we use is too hard or may be shots are taken with more appropriate light conditions which make seam almost not noticeable.
Jed - Thanks for letting me know of your experience with it, and I'm glad to hear it's worked out for ya. However I think the combo of what you've mentioned (the slight latency) and what LeeCurt mentions; with the size of the screen increasing eye-strain, I'll have to wait until I can afford a big'un I suppose... I don't…
[ QUOTE ] When and if I get permission to upload some of my own artwork, you'll see the level of detail some of the character faces have. [/ QUOTE ] Awesome man, I can't wait to see some of the sculpts for these characters. As far as the comments above, I don't think any resources seem wasted. The venues usually have 4…
Jed, that's great ! I am getting very good results out of it with a threshold of 20ish/25ish (lower values start to pick up some artefacts probably caused by Zbrush polypainting from polygroup). I also love how it can sort out the resulting layers by surface area - it makes it very easy to identify layers after the fact.…
Thanks for the advice Jed. Made a few changes to stuff this morning. Do people think the arch's are still too blocky looking? I played around with the verts a bit but I might just add some extra tri's to them. Also i have my own plant models in there now as had cry engine ones in there as place holder. mattnelson3d.com
I wouldn't expect a straight bake from zbrush to come out looking good in UDK (I'm not sure if the engine is synched to anything, but results should still be better when baking using xnormal/max/something that actually takes into account custom usernormals on the mesh). Edi: Also, be sure that the normal map's compression…
Hi all, I'm trying to create a character/creature for a new project (after several years of not using Maya), and I'm stuck on topology for the head. I've stared at this for a long time and know generally where the issues are, but am honestly stumped on how to fix it. I was hoping that I could get some assistance from some…