hey those are realy interesting, but i would advise you to get a reference of someone doing the exact pose you are modeling. the sculpts have a lot of anatomical errors. the muscles are in the right places, but the shape is not deforming like it would in reality. this can be realy tough to learn because standart anatomy…
@zac, ya you don't need to rotate the lightmap uv's @Phrexeus Basically yes but you can't rotate the UV's inside UDK it has to be done in w/e software you use. UDK for what ever reason won't respect to rotation so it has to be imported in with the UV's rotated. In max it's easy to do with the UVW xform, make sure rotate…
First, thank you so much for this awesome script ! I'm gonna use it everytime now ! :) Some questions/suggestions : -What does mean "Preserve Mesh Input Connections" ? -It's possible to get a message box error when you hit "export" without tipping before an output path ? I know, it's stupid, but sometimes I forgot and…
Yes yes, keep the comments coming. I'll be working on it in the coming months and your coments are invaluable. @Alphavader: Yeah, its because I'm using MS Word... and I've been fighting with it as it screws up my images. You can't imagine :( -Will be using a different HTML editor @Alex3D: Definately. Most of those are my…
---Hi Bigtime, thank you. Yes I can share a brief overview on how I accomplished it and the techniques I used. There are two main pieces that make up the hat. The Straw and Trim. The Straw was made using Nanomesh in zbrush with a simple IMM of clumped long cylinders. The Trim was made using a custom built IMM curve mesh…
The reason charts of roughness values vary is that you're defining an average roughness value for a pixel and that value will depend how large an area of a surface the pixel defines. Eg. Sandpaper is quite shiny if you look very closely but if you step a few paces back it looks much rougher cos the lumpy surface bounces…
To answer your questions Rule of thumb is keep the geometry to match the silhouette. Normal maps will do a better job of faking inward depth than outward depth. I like how you've modeled out the tiles over the grout. For the bake and low poly, that can be flat. With a multiple material setup, you can use a multi-sub…
I think we need some good scripts for repetitive skinning tasks. Take a skirt, for example... this is a script I started but didn't get to far with. It would be nice to choose some verts and it would do something like auto-assign the weighting based on their location, from some defined gradient/interpolation. Say, you…
my main concern is that none of the materials have any specularity at all, so i can't tell what the materials are supposed to be other than just flat colors with generic grunge. is the body armor metal, plastic, or some sort of strange concrete? it's essential that you figure out how your materials are made up and that you…
Is it just me or do people think these new ZB3 materials are responsible for making work look better than it actually is? I tell the same thing to new students when they render with Mental Ray, or meshsmooth a model. If it looks good it looks good under any condition and if it doesn't look good under basic conditions it…