Saturated terminators! Awesome. I still don't understand a lot of it but I get the energy transference part! Also thanks for the thumbs up Muzz, I'm working on updating the robot to match. I think it might be about time to post a thread on these guys finally.
There are some pretty good tutorials here http://www.gfxartist.com/features/tutorials including some from Craig Mullins, Jason Manley, and Glen Fabry. Not neccesarily 100% photoshop related, but the knowledge is transferable I think. Software is just a tool anyway. James Ball
I would definitely notice something like this (in mixer): Or this: Or that: That shading is just completely wrong. And I have no idea why. It looks good in marmoset. In Unreal there are also problems with this normal map: And this is with full precision UVs on the mesh enabled. Still lots of jaggedness. As for updates...…
If you don't want distortion at the poles, you could make cube, normalize its UVs, then smooth it a few times and transfer vertex position from a regular sphere to get a sphere with cube-like topology. That way you can easily apply tiling textures.
renderhjs for some reason I can't get that last step to work. When I edit in PS and copy I click on the button to transfer in max and I get a no bitmap copied to clipboard error. It seems like it is not accepting the PS clipboard copy for some reason?
In some cases you need to make new import and set - replace vertex colors, to replace vertex colors assigned in UDK on yours. Some data not transfered during regular reimporting. You might have similar problem with reimporting meshes with locked normals for instance.
one last question, sorry im a decent digital artist but have never made a skin, did you have to apply the skin piece by piece or did you just draw it on? if so is there a video or something showing how to just transfer a drawing onto a weapon?
Not sure, but I don't think Silo is required for the competition. This from the product description of the book from Amazon: * The techniques featured can also be applied to other 3D applications, making the skills you will learn easily transferable. Here's a screen grab of the final model in Silo:
You should model in a "t-pose" before sculpting an already posed figure. This way your details will transfer in symmetry. You're creating more unnecessary work for yourself by sculpting on a posed body. For every change you make, you'll be doubling it for the other side of the characters.
if you do a lot of animations that need to match a transfer pose at a different angle, i strongly recommend Red9 Studio Tools, its Pose Library has tools that help you with that. Its a bit overwhelming in the beginning, but extremely powerful and free! http://red9-consultancy.blogspot.de/