thanks! I think I'm going to be using a lot of Valve's props, but I will probably be modeling & texturing a few of my own (custom signs and a collapsed bridge come to mind) as well as creating a few custom textures. As for the links, I'd love to take a look if you're up for sharing 'em. :)
CS2 makes my machine crash when i leave it on for several hours when im modeling, i learned not to leave large files with many layers hanging around indefinitely. And im in love with Bridge, i can quickly get several textures of my choice loaded in a flash.
I agree, it looks like it was a huge project! The stuff you did render out (especially that cabin on the lake and the train over the bridge) look really good! You've really captured the feeling of these being minatures! Thanks for sharing! If do you end up poking at the some more in the future, please post more!
Try the white one with a gray color i think in zbrush i forget the name exactly. Upper eyebrow bridge, and cheek definition could be added. Ref: https://i1.wp.com/blogs.princeton.edu/paw/files/import/i-60fceea6bed43b37607dddef0fde41c3-feuerstein.jpg?w=625 As far as i can see that is it, good work otherwise.
create a flat polygon in that angle like bridge 2 edges to create it create a box with auto align align your symmetry modfier to that box ideally you work flat and instance into place. or if you created it, rotate in place and use symmetry while keeping the transformation, reset xform will obviously kill your rotation
try picking up several shocks before using them... its much harder to evade 9 shock domes rather than 3... and dont use them when you know the 1st is right before a split route or a bridge/tunnel... but sure, if the player in 1st is skilled enough it can get hard :)
It's coming along. Few crits: - In my opinion I think the stones in the path are a bit big - Not sure why there is a picket fence as a "railing" on the bridge leading to a house? - Maybe add some telephone wire coming from the pole :) Just quick things as I gotta go atm, but good work so far!
If you want some parts of your mesh to smooth but not others, you may want to set up creased edges before subdividing. It would be easier to crease edges in Maya than to fiddle with isolating/unisolating dozens of times in ZBrush (you can send over crease data in Maya with the GoZ app bridge).
damn, awesome start so far. I'm loving that hair curl, and the feather block out has really good volume to it. Only critique so far is that the bridge of her nose is a little deep and thin. From what i can tell, red's is normally pretty shallow and smooth between her eyes.
@coolguyslims They've probably got some sort of bridge between maya and their engine. One of the captions specifically says the shader was built with a proprietary tool. Human sized rocks would still likely be textured the same way, because a) you want to save your VRAM for where it matters, b) you probably want them to…