man did you try using the stitch brushes in zbrush, or using the roll function in it? that way ull be easily adding trim details, and you can generate an alpha for it fairly easy
We have a ton of subforums already; always looking to trim down. I'm not opposed to it, just that more subforums generally means more dilution. Let's make a sticky thread first.
Depends on what kind of a wall it is. You could probably get away with creating a trim on top which most walls usualy have anyways. Do you have a screen perhaps?
Nice looking model Justin! I'm totally digging the creases in the pants and the trimming on the jacket. I agree with Gav about different colour straps and laces for the boots. Keep it up! -caseyjones
GFW is my favorite as well. I've listened to almost every other gaming podcast but have trimmed it down to GFW and a couple of the other 1up podcasts (Legendary Thread, 1up Yours).
Got the boat and docks textured and placed. The boat docks and rope all share one texture set that tiles horizontally in some parts like a trim texture. The Dock is also built in a modular system.
Watch out for the harsh transition between the wall and the ground, a trim would make it look better and believable. For the lamp, the stone parts look wet so I would turn it down on the specular and gloss.
fantastic job! subscribed! will you be posting flats? I'd love to know how you approached the trims and texture in general of this building, and the fact you didn't use modularity makes it even more interesting!
Quick question, how are you guys going about doing all the fancy golden trim on the model? Are you using the extract feature in zbrush? or are you guys drawing it onto the actual plate armour?
trim dynamic rocks for that just moving over the surface but not like this, creating so many perfectly flat surfaces, move over it rather quickly don't stay too long in one big area.