Hello, i want to ask in zbrush you can paint using photos for realistic textures (using the spotlight feature), althought you cannot in zbrush paint "directly" on/to bitmap texture like in mudbox for example, you can paint to polypaint and convert polypaint to actual bitmap texture. The higher polygon resolution (the…
Hi Polycount! Bit more than a year ago my (ex)friend asked me to model a "rocket bike" from one of his favourite games, Rocket Jockey (1996). I had never heard about (mostly cause i wasn't exactly old enough to play anything back then...) Anyways, i took the challenge and few very pixel-y screenshots and began to work. Few…
Information: The Duke Nukem 3D High Resolution Pack is a project that aims to update the look of Duke Nukem 3D to modern day 3D models and animations. The High Resolution Pack’s development has been active since late 2004. Recently, the engine the project uses (EDuke32) has been upgraded to feature next-gen effects such as…
After being out of the industry for a bit of time, im trying to get back in. Im currently working on some portfolio peaces so I can get a new job as a game modeler. My specilty is strictly vehicle models. I have been working in flight sims for the last 10 years and my portfolio is full of nothing but aircraft. Considering…
Hey guys, I've been rattling my head around this all day. I'm in Unreal 4 and I've been trying to use post-process effects and light functions to create a light painting effect on highlights. I'm a student and realise I'm pretty inept at this but I'm really interested and trying to learn. So far I've done the easy bit,…
You would only break up your hipoly into separate groups if the bake in substance is going to create artifacts, meaning there are adjacent surfaces in the final model. Or if you cant combine your final model into one object. This is where zBrush shines for hipoly creation as it only converts pixols to polys on export…
Update #1 Hello everyone, here comes my first update to my project with some pictures. I've been modeling the last days and I've done a lot. The corridor assets as well as most of the hall assets are finished, but before I start the rest I wanted to check if everything works as I thought it would. The assets I have edited…
"Good" or "Appropriate" texture resolution is usually more determined by how large/prominent the object will be on screen. You want enough resolution in the texture to keep things from looking blocky or blurry. Setting a standard based on the objects physical size in the game world is often a good way to keep things…
I agree with gnoop about the hand/arm blocking a significant portion of your model. It can be a little tiresome pulling back to see the whole picture. Another concern is the funky yoga sometimes needed to reach your keyboard with a 20+ inch Cintiq in the way. I actually don't like any of the express key setups they've done…
Here is what I've accomplished in the past...5 or 6 hours. I've had to rebuild almost all of my light maps, still have a few more to do. I mucked around with the lighting, read up on that and some on Lightmass. I've read on shaders some more and I'm going to go back and tweak some of them. In short, still have a ton to do.…