I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
Hey everybody. My videocapture of the uv's worked, but somehow the sound really messed up. i'll try to fix it, but just in case it doesn't work: here's the basic process in writing. Barbarian Chick Tutorial Part 2: unwrapping. uv's: make sure all the fur and hair and chains are out of the way (move them off to the side for…
Thanks for the kind words guys! :) Finished some small dark stones for procedural distribution on the landscape layers. They didn't end up looking the way I expected (shader wise), will do some more work on them later.
what about masking your wood in some places and painting in the rotated wood on another layer. So you add the wood to the stock. And Duplicate that later above it, and using a black mask and paint in with white where you want the wood to meet up?
and on nr.12 it looks like a laser pulse, but thats not the point if they are using lasers, projectiles or oranges. Its a TV show, "functioning" guns that are not like butterknifes in combat are not essential to them kicking their asses on the screen. It has to look good, and that gun looks stupid
I use a folder of shortcuts: http://www.rsart.co.uk/2007/01/20/windows-shortcuts-speed-up-your-workflow/ Also at work I do a lot of rigging/skinning. I'm always dropping animations onto skeletons to test them, and by default max looks in it's animation folder. Therefor in that folder I have a shortcut to our exported…
First, forgive me for the sloppy brushwork! 1 - Lateral planes of the cheeks and temples Start with the big planes. They're important to give depth to the face and help to figure out the rest of the face. I didn't go as hard on the right side as I did with the left because I knew what I'd do with the light in the end, but…
Like Anthony said, everyone one has his own workflow, do what you think you are better with :) I actually started working in stepped keys but I didn't visualize the animation in it like you. To me, it was very strange and hard to see like 1 keyframe every 10-5 frames. Sometimes that accelerated/confuse the feeling I had…
Getting into another layer of detail here. I'm not sure just how smooth and clean versus rocky and wobbly this needs to be. I'm making decisions as I go about what should be painting/generated as height information later or sculpted now.