I tried texturing in zbrush a few times but... eh.... Pixologic seem willfully stubborn about making their texturing properly useful compared to other packages. It misses some key features. Firstly you can't paint on a low poly model. Your only option is to subdivide it with smoothing turned off. Which is a faff. Secondly…
you did a good job reworking the mesh! you dont really need to be so anal about the loops, like from the nose and whatever..fuck that everyone likes to comment about the need for perfect and clean edgeloops for animation, and refer to that ugly example picture some replies up.. I concider myself an animator (to the same…
The polypaint density feature in Zremesher: then there's this method(from the Zbrush docs) ZRemesher has the ability to retopologize only the visible portion of a partially hidden model. In this case ZRemesher will automatically maintain integrity with the hidden portions. To accomplish this, ZRemesher can use two…
Great looking scene, big improvements from what you first posted. I'm really liking your rock formations. Here's my 2 cents on it: Definitely try to get some shadows on the water if you can, it will help merge the water with the rest of the scene. Your foliage is looking good but I think you can push it a bit further. If…
I worked with both low poly and retopology. Low poly, to me, has similar challenges of pixel art: deceptively complicated. Every vertex counts, every edge matters, and it used to be super clunky to move them around. Retopology might be tricky depending on how you do it. I was always very surprised with 3d coat tools that…
The suggestions Futzy made for drives is solid, although the Corsair is a Sandforce drive which have a bad rep, but I have vertex 3 which uses the same controller and I couldn't be happier with it.* You don't need a massive drive, I have a 256gb right now and I am only a few GB over the capacity of what a 128gb drive could…
I would definitely recommend using tileable textures for the floor and walls. On large objects, tileable textures generally allow for a far higher texel resolution than is otherwise possible. You can add variation to a tiled surface by multiplying the tileable texture with a dedicated texture containing colour variation…
Igor, you might want to look at using hard edges on that bake. You're getting huge normal gradients across the surfaces. This is caused by everything being soft edged and the normal map baking the hard edged object to compensate for the specific triangulation and shape of that model. This will present problems in engine…
Yeah cheers for the heads up @Mossbros! Did some more testing with tesselation on landscapes and imported meshes, also created some addaptive tesselation to approach the performance side of things as well. Was fun to create this little thing and to experiment with some things as well. ( also had some trouble with lighting…
That is a good solution, although I haven't done point cache except on bones, I've only done point cache to bake vertex animation and I think that comes out at a key per frame which could be hard to work with even with reducing keys. But the rest of the solution is I have used myself a few times. One extra step you might…