I cannot, for the life of myself, seem to figure out how to assign Vehicle Factories and Player Start Points to a specific team (ie, in a VCTF map). I've opened up the attributes for each...and I cannot see any option that reads something along the lines of "Blue Team" or "Red Team;" something that defines which team the…
I would try and define and maintain the hard surface shapes of the barrel before you begin sculpting. At the moment it looks very organic and soft. If you're not familiar with sub-d modeling you may want to research it a little bit. Adding control loops/edges will help maintain the hard surface shapes you should be…
Thanks again guys :) @Ikosan: i lowered the armpit slightly and also the boobs lowered too, while making them smaller. tried to define the ribcage more as suggested by bringing the chest out slightly. also lowered the bottom crease as suggested. @zakhar2&Popol: chunkified the legs even more (it seems a fine balance between…
Hm, firstly you can use dynamesh to easily clean up that mesh so you can sculpt the medium details easier. Now that you've gotten the shape of the hair in place, after you dynamesh it you can use Clay Buildup and Clay Tubes to trace out the general clumps and strands of hair. Strokes in the direction of where the hair will…
This is nice work but the upper leg looks too plain in comparison the rest of the body (could do with more defined muscle like the reference images). The veins on the tail are also too defined imo, it kinda looks like he is on steroids. I'm not sure on this because i'm far from a dinosaur expert but the feet also look…
OMG that "Define Group" and "Hide/Unhide Group" is like a god send!! Now I don't have to individually hide and unhide subtools in the Subtool pallete, it's now based off of groups. I think this is the closest we can ever get to have some form of folder type organization in Zbrush which I know many Zbrush users have been…
Looking at your flats there are a few things you're missing. You aren't defining the planes of the texture clearly. Everything is smoothed together. It's ok to have sharp edges on a texture to define something on the texture. You are not working sharp enough to warrant that resolution. Like natetheartist said knock the…
omg!!! the ork needs a muc bigger lower jaw (im looking at a crapload of miniatures in my bitz box right now) thats actually my only crit for now.. does your project have a team? or is it just you? and are you gonna be doing eldar? cos ive got a craving to make some of those quick edit, if you want the ork to look more…
[ QUOTE ] It's called "soften edges" under the normals menu and its pretty gay if you're used to using smoothing groups. [/ QUOTE ] Maya is a pain in the arse, but logically think over what you just said. Soften/Harden edges=define surface by specifying the shading property of *1* component: an edge Smooth groups=define…
No, that's my way of thinking too. By doing diffuse only you force yourself to define your materials manually and put in everything that the texture needs for it to look good, instead of just letting the fancy lighting do everything for you. Once you learn how the material acts, the same stuff you did to define that…