Hey everyone, thank you all so much for the responses! I think Ill hold off for a while and not go all crazy with my cash :) . I think ill give Zbrush's vertex painting a try since Ive only used that to sculpt. (i know shame on me :( ) I never experimented with the spotlight stuff either. Currently I dont have access to…
I like to think I'm good with both engines and my breakdown is this: If I want to tell a story I use Source If I want to make a pretty multiplayer game I use UDK Not that Source can't be pretty or that UDK can't tell a story, just the tools that are there make these things so much easier in each. Faceposer destroys…
Thx phong for ur reply, I worked on my girl model, the high poly is blocked now. I managed to create her 2 swords. I used symmetrie this time:). I've got serious issue on thoses normal map. I baked all object one by one to avoid artefact. I tried to create a cage with a clone on my low poly but i'd issue with the normal…
After doing some tests of my own I came to a similar conclusion. After exporting a test mesh from blender to cryengine I noticed my vertex normals were all wrong. Exporting my mesh from max gave me slightly better normals. Only after forcing custom normals did I get the right ones but there was still a seam. I also had…
I've had that problem before with CAT, but it was back in Max9 when CAT was a plug-in. I've never had it happen with biped. I normally ended up cleaning the mesh, (Command panel > hierarchy tab > reset scale/transform). You can reapply symmetry and watch the vertex count (press 7) to see if it changes as you toggle it…
So created the different roofings yesterday and added them to their houses. I will probably do some more variations later on and am also thinking of making a material for the roof material. Would love some feedback on these as it seems to be a difficult thing to make it look really nice. Looking how they usually look in…
Thanks for the input Mark. I'd like to get the viewport texturing out of the way first... then work on ways enhancing the sculpting tools. I tried a Composite Material but wasn't able to get it to display in realtime with the Vertex Color as a mask. If you find a method, please do share. Over on Interlopers, it was…
Huge update: you can now bake all your texture + generate all your LoD in one click. You can generate a billboard and set which view plane you want and it will also bake all your maps on it: The script will now generate the cavity from the normal map and you will be able to import external normal map to convert them in…
Added a vertically tiling trim normal onto the pillars, its just a 45 degree bevel but it makes them look a lot nicer from a distance as it smooths the edge plus anti aliasing at a distance. May be a bit too extreme and I think this pillar would probably have a narrow rounded corner but good results so far, Also created 2…
You can create a good topology by following the flow of the folds' shape if their impact on the silhouette is significant enough. In the case of the cuffs, that's more than advisable to do. If you're going to use just cylidrical loops (which is always better), that needs a bit higher density mesh. Rigging wise either one…