My friend James (Bobo) recommended I drop here. First off - there is soooo much fantastic art here, seriously!!! The talent level is incredible on every front. Super duper inspirational! I've been working on a pixel art game called Boss 101 for a few months now. ***Warning - tons of animated gifs are in this post -…
36 folders :O i usually have like 5-7 folders tops, even on very complex projects. this one for instance had 6 folders http://airborn-studios.com/projects/2011/portfolio/owl_huntress/frenja_14.jpg if you start your project in zbrush with proper naming its just mass exporting them, sorting them into folders and look at page…
The weapon's looking great too! For the gloves and similar parts - yes you can make the highpoly one piece just fine (although personally I still prefer working on separate meshes in most cases), I meant that having separate pieces may be very beneficial later because you can bake a clean ID pass that will help you in the…
Hi, So I am making a management/builder sim that involves interior design, eg. many unique props, like The Sims series. One thing I am still not quite sure is how many polygon to spend on my unique props. I want to share my current line of thoughts: please let me know whether they make sense and whether I made any obvious…
Just a quick question. Doesn't ZBrush make use of fall offs for the brushes? Why are the "falloffs" essentially being painted into the alpha's directly? Anyway an alternative way to make an alpha would be to sculpt a piece and bake a heightmap from it. Since you are not entirely sure what an alpha is I suggest doing it…
Yeah haha, it is a really technical article. It's more about how it really works but really, making long story short, roughness is just a map that will tell how reflective one surface is based on grayscales. White in the roughness maps means it is completely rough so it will not reflect anything and black is just complete…
Hello community, I wish everyone a wonderful day. I have a question related to Texel Density. Currently, I am working on a medieval village map for my personal project. I want to establish a Texel Density standard for the majority of the modular assets in my map. I understand that, except for unique objects, the meshes in…
Also, jsut found this about next release: ''This is a proposal for work focus on blender.org for the coming year. I’ve written this because we keep missing bigger development targets – we don’t have enough time for larger projects. Instead too much time goes to releases, bug fixing, reviews, maintenance and support topics.…