This looks pretty cool. It does seem that there is a lot of green between the trim and the top tier compared to the rest of the scene, though. Maybe some more moss and vegetation on the floor and ceiling?
Yeah, I actually think you overdid it with the cavity map a bit (for the highlights on the stone and those roof trims), a lot of that info should probably be in the specular map instead maybe?
It'd be easier to do it in app than dick around with the fbx sdk and it's impenetrable documentation. It certainly wouldnt be a lot of work in maxscript to trim off a decimal point or two from a vertex position.
I could understand if someone would ditch Blender in favor for 3dmax or the full Maya suite. But Maya LT? It's such a trimmed down package, that I find it quite a impudence to sell that for $50/m
Any brush or just one? Not knowing anything about your file, perhaps you have a ton of pixels outside the borders from a pasted source? Select all, Crop to trim those.
Well last time they've added Trim Curve which generates triangulated mesh. I think that was just the first step. I wonder will they announce Zbrush 5 or just 4r7 this time.
Here's some more bits I've made for this level. It's a set of vine covered stone pillars and trims including some broken sections. I may rework the sunburst motif on the crosspiece later...
Here is progress so far. Im wondering if I am getting to detailed early on for a building. Mostly with some of the smaller details in the trim. My aim is to keep the count around current engine such as source guidlines. currently at 1646 triangles 957 polys. Thanks in advance for any advice. - Jesse