Perhaps you could adapt this to work in Blender? Note that if going out to a game engine, you'll need to do the same there too (best to only do it there). http://oliverm-h.blogspot.com/2013/04/how-to-create-ue3udk-texture-atlases.html?m=1 That link is from here http://wiki.polycount.com/wiki/Texture_atlas#Tutorials
I'd highly recommend these two for you, the info is a bit dated but will help you get a pretty nice base going and understanding of the lower poly figure before going to full zbrush.. http://www.thegnomonworkshop.com/store/product/215/Body-Modeling-for-Games…
You might find this tool helpful. Not only will it detach faces, but it will clone faces off an object as well. I've been using it for about 20 years. DUPExtract https://youtu.be/O2mK7I1Errw?t=113 It comes with a whole suite of tools. Something like 50 or 60 at this point I think.…
I use 3ds Max 2013 and mentalray. High resolution would only take longer so I render to 1280x720 pixels. Everything else is pretty much at default. I use several lights in the scene. Wish I could be more specific but I don't know much about render terminology.
Yeah VGChartz is horrible for PC. Witcher 2 has 2.2 million sales on PC as of Jan 2013, but VG chartz has it at .86 million. If only Steam would make some numbers public. Dota2 gets a peak of 772,560 players per day. What console game has that a year after release?
Here's the first draft of "The Choice" that is not updated with spelling/grammar fixes (but it's still a point of progress). It is three hundred and thirteen (313) words over the thousand word count. Much of this is due to how much time I spent focusing on the surroundings and not on the actual story itself. Future drafts…
I know this was canceled, but it was just releaved that you would actually play as a young Boba Fett and over the game become the Boba we all love. Why did this have to get canceled! http://www.ign.com/articles/2013/09/25/star-wars-1313-boba-fett-concept-art-and-story-details
Mark, sorry if my post came out like an opposing view to this kind of tools. I thought the ":P" would make it clear I was joking. I'm actually very happy about all this stuff. The workflow presented in Kojima Productions' GDC 2013 panel, tools like dDo, knald, all of them...
Holy.... Going to give this a try now. Edit: Just tried it out on OsX Maya 2013. Works great. The gradient blends are only viewable on Viewport 2.0. Otherwise it works great though. Thanks! Can't wait for the updates to this. Here's a thread on that vertex paint issue: http://www.polycount.com/forum/showthread.php?t=54590
you need more edge cuts around the edges of your item. you can define how strong the edge or crease by adding a supporting loop and pushing it close to the edge. Everything looks kind of mushy like clay. http://cgcookie.com/blender/2013/06/21/tips-creating-sharp-edges-modeling/