Added shield and some other props. Andrew worked on lighting and post proc, final screenshots below: Btw, I already recorded a video, but I still need to finish editing. I will post result soon to wrap up this thread. Thanks for watching!
Day 3 I actually enjoyed this once, I used a combo of painting some textures, followed by some smudging in the center part and to top it off a nice grunge brush. I'm going to wrap it around a barrel and see what it looks like now :)
The glowing nostril thing is one of my biggest gfx peeves, yeah. I almost always just paint that area of the diffuse mega-dark. Random lumps that are supposed to pass for "cloth". Obvious usage of simple PS filters, such as emboss or plastic wrap **shudder**.
sick weapon ^^ could maybe throw somthing around/onto the handle, it's looking pretty repetative atm, somthing to break up the monotony of it could work well (some stuff wrapped around where you'd hold onto it, or somthing more creative :P).
Once you have imported it into Zbrush, go to the Tool Pallette > Geometry > Size > XYZ = 6 The default value of hte XYZ Size should be 2, if you change it to 6, this wrap method will work with your plane. Also turn off subdivision smoothing.
[ QUOTE ] That's for pussies. I kill buffalo by choking them to death with my giant cock. I can do it by wrapping it around their neck while I'm riding one bare-back, but I usually end up just engorging it in their throats. [/ QUOTE ] touche!
Neat update!I am so addicted to the tool :poly124: I was extracting a logo from a wrinkled cloth, similar to this. I was thinking if multiple points can be added to the increase the segment of the wrap or is there any other way to rip this through texripper? Thanks again.
Unreal in newer version does auto instancing where possible for same static meshes. Which in ideal situation yields the same result as instanced static meshes. But yes, basically anything you can select individually is probably not an instance as long as it is not something wrapped in some custom tool like foliage. If you…
Decided to pause and ask before getting ahead of myself with it. With something like seen in the picture, is this topology good, bad, okay? In the reference there not separated parts which is why it's a single mesh. It's also coming down to a flat surface and I didn't want a bunch of extra polygons wrapping around that…
Im intermediate at 3d modeling but self taught so this might sound like a silly question. I see models in the 60,000 polycount range and lower but the texture resolution on them is so sharp and clear. So is it possible to have a model that is 60,000 polys wrapped with a texture that is say 4K?