Well Thank you for the quick replies. Bartalon I forgot about Zbrush I will try that thank you. Noors Yea you see the problem is max can't handle it, I don't know why, but showcase could, although very slow, but it could. so I used the free trial of showcase to import what parts that I needed and export it as fbx for 3ds…
in the first post you got those weird box shadows tracing the polys of the left mesh that sort of stick out way to much, I don't know if this is a texture thing or not but it takes away from the model as a whole.The assets in your third post, whether its a first pass on the texture or not, is rather plain. The way the…
Oh awesome, that's nice to see that the Handplane route is so accurate (as usual ! Such a great tool ...) 9thknight : it's actually a little bit more complicated than a just a green channel to flip. At a deeper level, and even with compatible Yup/down, there is a whole bunch of ways to interpret the delicate combination of…
Nice stuff, I'm digging the dynamism of the angles formed by the architecture in your main composition, definitely draws my eye in and around. I'm wondering why the polycount seems pretty high/a lot of unused edges that are doing nothing in some of the models. The only way I could maybe see something like that being used…
Sub-division means dividing each quad face into 4; which quadruples your polycount.(triangles and n-gons will also be multiplied by 4) Your mesh still remains as a polygonal cage below the sub-div result and only becomes true geometry is you collapse the mesh back to a polygonal mesh. Baking a map - in this case a normal…
would the jacket flap open in the wind? will character remove the jacket? will they do a roundhouse kick and the jacket lifts and twirls, exposing the shirt underneath? will you make a super realistic, up close render at an angle in which we will see inside there with plenty of light? if not something like that, I'd…
It should be fairly obvious by the naming... It takes the world position of the vertices - where they are relative to (0,0,0) in the scene. World position is useful here because it means it's consistent no matter how the mesh is moved, rotated or scaled. Then divides it by 500 (to scale the result up a bit - so that in the…
Hey thanks a lot for the crits, good stuff. I couldn't find colour grading as such but used scene colourize which seemed to do the job. (august '11 build if that matters) There is no sky at the moment :p It's on the list! As are volumetric lights but thanks for the link. The rain idea is a really nice one, i'll see about…
Thanks so much for all the helpful comments guys! @sun_smasher I've added more colour to the light, but I'm going to improve this more! I'll go back to my textures once I've finished and try and improve them, thankyou :) @Quickel Thanks I love your work :) I've tried to fix the scale issue but I think it is still a bit…
For the program question: You should try out both ways and decide which one you like better. I for example decide from prop to prop which workflow I'd like to use. For example I find trees and complex geometry easier to paint inside of blender, but would never use it to paint a tileable texture. Lately I use a combination…