If the vertex order is the same, you shouldn't be required to use UV master. Importing the OBJ should automatically update them. If you're not using GoZ, you might want to give that a shot as well. The bridge between Max and Zbrush has a habit of disconnecting and flipping individual UV faces, leading to the faceted look.
and this dude was terrible!!!!! another actor that plays 2 marvel superheroes tsk tsk, he was much better as the punisher!!!!! his beard looked so fake throughout and his over jollyness makes me want to smash him in the face with a hammer!!!! Actually the more I look back at it, the more I dislike it.
crazyfool - Awesome work, dude! The sculpt is looking really fantastic so far. I love the character you've put into the face! He has a craggy viking feel to him right now. Mclean - Sweet concepts. My fave is the bottom one, he reminds me a bit of Arthur from Inception.
Okay, so sorry for the super delay. I finally got around to tweaking/updating the maps and textures, and the final presentation of this prop per some of the feedback. I tweaked the spec/gloss maps as I wasn't liking the look on some pieces, and also faded the Ork face paint and such. http://i.imgur.com/uM8jjdN.png
Uhh, you can extrude edges into faces or bridge edges in Modo. Check out the edge tabbed tools. You don't have to necessarily model or even use sub-d. Two things foremost, if coming from Max, to get used to is "dropping tool" concept in Modo and the fact that there's no modifier stack.
Disagree. The fact that Andy's site is easy to navigate, simple and efficiently laid out with his contact info immediately in your face communicates his work just fine. Some folks don't know HTML/Flash etc and may update their site quite often, blogpspot is great for that and really isn't unprofessional.
A screengrab from Maya in facet-shaded and "edged faces" wireframe display is how I used to show off Maya models. Works quite well if you make the viewport HUGE, then zoom so the model fills the viewport totally, then scale it down to about half size in Photoshop. Makes it look antialiased
AFAIk, A sided shader would be far more costly than having a custom set of duplicate faces only at the right parts. The reason being that if you use a 2 sided shader, you are doubling your face/tri count across the board, where as if you just add inverted faces/tries only at the places where you want them than you are only…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…