for very lowpoly chars i usually prefer cylindrical projections and just tweek some uv's here and there. pelted stuff is really hard to paint on, when you're very lowres like 128.
That's very strange, indeed. Would you like to try setting the Suite to directly interface only with CS6? That may alleviate this problem. If it doesn't, I would recommend doing a fresh install of 1.8.
Make a layer with mid grey (128 RGB) and put it below the convex and concave layers. Set the convex layer to linear dodge set the concave layer to linear burn
Here's the first one others still rendering. I also rendered on 128 grey (which is also how it looks in Photoshop/Max) but on uploading it turned white. Sorry.
seems to be a free play weekend, says I have it for 1.8 days left. I just fired it up but there's no servers listed, there seems to be plenty of people with the same problem
Alright, well, now that they fixed viewport 2.0 I always use it anyway. Regular viewport performance: 210k faces, 110 fps As for zbrush - it's entirely CPU dependant
Nope, UVs aren't bound by texture sizes. They're just coordinates that are relative to whatever sized texture you use. 2048, 4096, 128... it's all the same to the UVs.
Takashi's Curse This will be our final year project at the University of Hertfordshire. The Team: Lead Environment Artist: Jack Gathercole Environment Artist: Benjamin Stefanyszyn Lead Character Artist: Juraj Maruska Character/Concept Artist: Sharon Lau Freelance Artists: Concept Artist/Animator: Aria Hiraishi Animator:…