You're a gentleman for replying, so it was polypainted in zbrush, is the moss vertex painted or was that done there as well? I'd still love to see some textures, my recent efforts at stone with moss have been less then desirable. I take it the tree was all done in zbrush? Lastly your rear rock is that all sculpted in…
There is also the ase export script and Chai's pipelineIO custom FBX exporter. Out of the box with Modo 501 your best bet is the Autodesk FBX 2006.11 file format, haven't tested the collision meshes with it yet though. The regular "Autodesk FBX" file format from Modo is fairly broken in UDK. Collada works pretty good…
Love the art style! If I have to crit anything it would be that the animations feels a bit floaty, or maybe they're not quite synced to the speed of which the units move. Anyway, very impressive, solid art direction. I'm very curious of how you've built the assets and shaders to achieve the look. If I didn't know better…
Leaves have been slightly desaturated, dirt grunge added to the inside pot rim, and the green leaves have more color variation to them. I also changed the platform to tiles to match the original photo. I'm going to create a vertex paint material for the tile, I'd like to have some dirty water puddles next to it so it looks…
Thanks Jed, that does clarify it. The PDF does a great job at explaining the need for a very specific tangent calculation (basically throwing everything arbitrarily done by Maya/Max/everything else out of the window). It is interesting that there exists no unique or correct way to interpret what is the accurate…
When you import the mesh back into zbrush, if there were no changes made to the vertex order then the UVs should be added automatically without any popups. To check if a tool has UVs, Tools: UV Map If 'Delete UV' isn't greyed out, then the tool has UVs. Also in the UV Map sub palette you can also use UV Morph get a quick…
Have you test the shapes separately? duplicate your neutral head shape and all the blend shapes and try them one by one to see, if there's some vertex issues. or maybe some maya's bug. You can also delete history for all the meshes and blendshape them again. As a last resort, what i've done with these kind of anomalies,…
It has to be said, but your topology is a mess. It will work, but don't take this the wrong way - you could have done a far better job. Try and solve a problem with as few steps as possible - I can tell by the vertices on the left that you're manually moving vertexes around, when really you should be achieving these shapes…
Short answear is sure you can do this. For example what we tend to do at work is use a stone wall and on the corners add more geo details to make it look like the stones are actually poping out the important thing is to set your normals smooth and flat angle to avoid vertex normals affecting normals of a flat. Kind of like…
Need to improve by Sat. - Redo terrain based on Michelle's paintover (below) Steps (more geo for wear) Columns (more geo) Bricks (fix what fucked up) Add more layers for vertex painting. Model/texture ladder and other things Make ropes look like ropes and cables look like cables I need to make love to my modular pieces…