Left in MAYA viewport. Right is from CE3. Also CE3 says : [Error] Error streaming texture: Error 'Offset out of range', Texture: levels/sofa2/sofa_diff.dds Heres the textures in jpg
Congrats on leveling up! Yet your climb to the top of the mountain is still a wip..... Presentation is solid, yet the content could use a lot more polish, lighting being the worst offender overall. Too blown out, and lacking confidence or ability to set mood or atmosphere. Stretched textures on the windows of the…
I suddenly realized that I had a bunch of articles about the sad way the industry is going, as well as intellectual contributions from people far smarter than me; and a community to share them with. This is the article by crackedotcom alum Robert Evans, but if you want to listen to it on his Behind the Bastards podcast…
Triangulate your mesh once you export - any strangely shaped quads/n-gons will just be rendered as a hole in zbrush and it'll give you warnings/errors. Once triangulated, you can dynamesh it to get a high resolution to sculpt. If by 'losing the hard surface part', you mean losing the soft bevels, you can smooth your edges…
You've got some neat stuff here, good progress! A few comments/crits, if you don't mind: -The wood tileables are very flat and sharp. Not enough of a bevel to them. -Tiling rocks look nice! One or two of them could use more subtle breakup in the shapes to help add some variation. (cracks, vary the shapes/damaging) I think…
Looking good, seems very accurate. Try to get some wip shots up next time, its not as fun when we can't see the process! One thing I noticed, is that the half circle shape on the baseplate, where it latches to camera itself is too soft and not quite accurate, I noticed the same thing here;…
Are you using XYZ albedo or height maps? Cuz the detail looks uber subtle. The XYZ maps have an insane amount of fidelity so seems a bit soft. I would also revisit your facial structure a bit. Even for a young female, the forms are maybe a tad soft. Cheeks and nose feel a tad amorphous to me...maybe make the muscle and…
back in the ps2 era one of the things I did for vertex color shadows was use the view from the light or have camera that matches the light and cut shadow silhouettes of the objects into the ground and other objects. You could add another loop of edges along the transition to soften the shadow too so you don't have to make…
Ah spot lights. I was doing basically the same but with point lights. I'll give it a go. I'm really trying to perfect my 3 point lighting set ups. I don't know if you'll find this useful, but a technique I have been using recently is mental ray's sun and sky. (example: http://www.kylerau.com/wip/WIP1.jpg). I'm sure you…