Here is the full model in Zbrush. I had to detach his arms due to my Zbrush draining all my RAM when I have one 30 million poly model. I had to settle for 4 separate 8 million poly models do get decent amount of detail without my computer coming to a complete stop. This is really unfortunate for me because a displacement…
yeah dude, of course. best piece of advice I can give is to pay MORE than the minimum when payments are due, and make sure as hell you tell them to apply anything past the due amount to the PRINCIPAL, otherwise most companies will simply use it as an advance on your next payment. What this means is you'll wind up paying…
Yes, basically you can do it thru normal map or cavity (most part of it need to be redone to decrease amount of noise), but it will take same amount of time like you do it manually. If you have a layered .PSD just correct some of them to separate different materials. If you have flattened image then you have to do all…
really? how? Photoshop is tied in so deep into everybodies workflows, worldwide, indie or big fish production houses, thinking a new tool can just take it out of the equation is going to fail. What makes mudbox, 3dcoat or the older deeppaint3d so powerful is that they incorporate Photoshop into their pipeline. No clue…
What I did is use 3-4 variations of books (via textures/normalmaps), and then use a single static mesh which has a huge amount of these books. Using vertex colors to generate the colors of the books (and the other texture detail from the 4 texture variations on 1 texture sheet) I was able to get a large variety of…
@Grimwolf Hey man really like where this is going! It's a unique style, which reminds me of heroes of the storm (as you mentioned). I think the amount of specular on the dirt is just right. Wood tends to be veru rough too, so maybe have the same amount of spec? I also think you should try to bring more longer shapes into…
I was about to recommend Blender AO too, particularly Approximate AO. It's quicker than physical AO and noiseless, which makes it a pretty nice fit in a low poly texture pipeline, although you do lose a bit of control. http://www.bigbuckbunny.org/index.php/approximate-ambient-occlusion/ Basically, it's the AO technique…
[ QUOTE ] [ QUOTE ] HOWever, Blender can only push a very small amount of polygons compared to mudbox and zbrush, so it makes it hard to use it for what it is there for. [/ QUOTE ] In Windows that is. I've heard people achieve 4-7 M polygons when running Blender on Linux. [/ QUOTE ] On what hardware?, doing what?, in what…
I'm really happy with Windows 7 so far. The new taskbar setup is quite nice and it's just noticeably more responsive. Also I don't know if it's available in a new install, but with the upgrade option there was the option to connect online to download updates to win7 so they're integrated into the install. Another point…
My first time getting contract work i low-balled the amount the person had to giveme because well i dont have any real experience so i ended up getting only 100 dollars for somthing i should have gotten 500 for but as i went on working with the client and my skills increased it was easier to ask for more money and…