Hello! I have little experience in Zbrush and I've been attempting to learn about stylized sculpting for the past few days. I have found an interesting article belonging to Fanny Vergne in the Vertex book #2 related to sculpting stylized slabs of rocks. The end result of her sculpt is this: The rocky detail on these slabs…
One thing to keep in mind is exaggerating the roundness of edges in the highpoly so that detail is captured easier by the normal map, and so that edges still appear somewhat smooth at greater distances when there object is smaller on the screen. The age old example of this is here. How much you should exaggerate is pretty…
I'm baking a model @ 4096x4096 but I believe the final in-game texture size will be 2048*2048. What would be the recommended edge padding to avoid seams w/ mipmapping?
If I create a poleless sphere in max using spherify (on a subdivided cube) and then turbosmooth I get tight shading around the four quadrants that the sphere is composed of (caused by where the edge loops are closest together). Changing smoothing groups doesn't seem to prevent this. I'm basically making a bowling ball with…
ok heres some new artwork for the upcoming edge of twilight game for xbox 360 ps3 and pc. Southpeak Games is our publisher. hope you digg the artz -alti
Hi, I'm Tina and I'm currently working on the Demon Edge - a sword from the Dota 2 universe. Reference: EDIT (progress): This project is for a class I'm working on so for this week I'm focusing on finishing the high poly model. Here is the 'finished' mesh (Zbrush render): Some callouts/other shots:
Hi, i was lookin for some help on google for one issue i have since i started learning UVs 3 weeks ago (yeah i am pretty much beginner level). i get so frustrated in getting a decent normal-map on my lowpoly as i get visual errors all the time. i am using 3dsMax and xNormals btw! So i tried it with a simple box first and…