shorter sentences? seriously it took me a while to realise you had two seperate models, and not 'you had to seperate some models'. Grammar makes a big difference! do you mean the view has stopped rotating around your model? try selecting it and pressing z to focus on the object.
All is well I found out what I as doing wrong. I guess all I had to do was flip my green (y) channel direction within the material editor under normal bump and "Not" inside z-mapper itself. Thanks to all who helped, much appreciated.
The graph/curve editor is your friend here. Make sure the keyframe of the impact on the ground is linear in the vertical motion(y in maya, z in 3ds max). The graph should have similar shapes as the mcdonald's logo. So linear(fast) when it's low, curvy(slow) when high. Hope that helps.
I fuse things so I have more control over what the shading does. It creates a lot of extra poly work though, and letting the z-buffer sort out where the edges are can be a great way to save polygons and make a model more efficient. In the end, it's up to you.
Right now you only have z deformations. You need some X and Y movement. Paint areas frozen, so you can use the move tool to make overlaps, and try to really get ledges to overlap the underlying area in places. It makes for a much more realistic surface.
Damn Scott, sorry to hear about this. Like DaZ said, Z-Axis is a good studio. There are about 4 ex-5000ft programmers working there right now (on Iron Max and Xmen, I believe). I defineatly wish ya the best of luck, and look forward to seeing your forthcoming work
Hey thanks again everyone. @ SimonT - That was all taken care of engine side as artists we didn't resolve that. We just flagged the geo as a decal and the Z sorting was taken care of. @CW - I don't really have time-frames man. A lot it was iterative and involved other disciplines as well.
I love that orange - can someone post me that texture as I dont have any source engine installed. Would like to abuse it for my texTools :D - oh and the grey as well please. (maybe some auto script that assigns grey to z-axis faces , and orange to the rest,. hmm...)
Great stuff and very inspiring crazyeyes! I have a quick technical question: Since there is no way to restrict sculpting in zbrush to one axis (z) to sculpt out forms do you avoid sculpting at the edges of the mesh? Or is there a way to restrict a brush's axis influences and i'm just dumb? Thanks! Mike
I think your going a bit strong with your diffuse texture, especially considering the resolution of this z-brushed mesh. There is a cavity texture in zbrush right? Is that what its called? Where it basically antiques the cracks & creases in the model...this way your diffuse texture cracks will match your geometry better.