@GlowingPotato, that's the same tutorial I followed for referencing rigs. The only issue I had was when exporting to the game engine I had to write a little script to remove the namespace and another that puts it back. (It was a little more automated than that.) Or else the bone names don't match. @Bruno, There is no…
Some way or another you'll have to transfer the pixols' z-info onto polygons. You could grab the alpha and use it as an alpha/mask/displacement map, or you could use z-project/matchmaker to project it. I'm not sure which of those five methods would be the best (though I'm pretty sure a straight-up alpha stroke would be the…
In terms of getting the pieces attached to the rig there's not really anything specific you need to watch out for in this workflow that I can think of from the details you've given. You probably want to have a look into the skinwrap modifier for transferring skin weights from one piece to another (assuming you're using…
Not books, but these tutorials might help you get started. You might also want to check out Unity Develop which is a Unity/Javascript IDE made by the awesome guys at Blurst (code completion ftw). Here's a thread about it if you have troubles... and the actual thread which may have more info. I'm planning to take the C# or…
There seem to be an issue with the 3.4 build. Volumetric clouds are buggy and you can't use the cloud shadows stencil. I think that geometry instancing is also broken but I'm not sure if its only limited to DX9 users. I stick to using the 3.3.9 build which in my opinion is the most functional one at the moment. Unless…
Works with max 2017. So it has to be a max problem. I have Goz working in 2018 but each time I transfer an object from ZBrush it still opens a new copy of max with an empty scene along side the already opened scene with the updated ztool. Ugh whut th frik!!!!! Imported a box and got into the max import settings (weird you…
As for the uv's just do the texture transfer trick and fill in those empty spaces. Not a big deal to fix at all! My only crit is that the roof is looking very flat. Obviously its because you have a plane there and it is flat, but would I would do is give it some depth with a small extrusion, then find a few pieces of…
Once again, concepts are sweet and I'm digging the style you're going after with the final product, but after seeing the alpha-footage I'm not sure to what feedback to give since I don't know how close to finish the visuals are. As things are right now thing's are looking quite flat due to no prominent lighting. The…
To me, assigning white materials with different IDs to the different piece (in the same way on the hp and on the lp), checking in "hit only matching material IDs", turning on light tracer works totally fine and i get 100% clean bake without exploding.I dont know if Xnormal supports this thing, but I just use max because…
Honestly, it depends how I'm feeling. In my personal work I'll either want to focus on simply modelling, or creating my own character. If it's the latter, then I will concept my own :) Perhaps I'll sort of mix the two as well (such as when I modelled my own version of Daxter). He was a character that already existed, but I…