yeah i thinned out the hair quite a bit, it was 14k before, now it's about 6k. i'll try to give it some more volume though. will look at doing a makeup pass or two as well, thanks for the feedback guys!
[ame] https://www.youtube.com/watch?v=YC2VTPITciU[/ame] https://www.youtube.com/watch?v=KnARYLwNmf0#t=1408 Cpl of modo vid's for you - not had a chance to use them much yet but I hear good things
If you are ok with just 128 megs, the 6600GT series should be fine. (Stay away from the gigabyte brand. The heatsink is held on by thermal tape vs a clamp and thermal paste method {I found out the hard way :/ )
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
Whenever i go to bake the normals for this particular mesh, I receive this error: I'm baking the mesh at 1k with 128 edge padding and the default renderer. Not doing anything fany. I have a High/Low/Cage and I'm encountering this error. Any suggestions on how to fix this?
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
thank you! There is last one in at the end of presentation at artstation that shows the wireframe. But made some screenshots for you. Here you go. Might be too dense for a low poly model. Im not aware of how modern studios make weapons. This one is 14k tris.
Hey, illbleed! Everything in 2.0 is significantly faster than 1.8. You should see a large performance increase over the current software when 2.0 is released, across all versions of Photoshop. The education version of NDO and DDO does not watermark maps. :smile:
Oh, its just Remesh with a resolution of 128 and tension set to 0 (its 10 by default) Its also very good at merging primitives flawlessly... (Keen : I would love having something like that in max!! hehe. With the brush tool .. hmmm delicious!)
Import a guide object from something like Max. Import a 1.8 meter cube (or whatever scale you need) . Seems to do the trick. Zbrush does not really seem to work on metric or anything like that, it has its own, not too usefull scaling.