@LSheridan looking at your artstation I advise you do some stylized PBR assets. I really like what you have up there but it's all diffuse only. It would be good to show you can do proper reflective/gloss values. I love stylized PBR stuff. Can still have that watercolor-y handpainted look but stuff like metals really pop.
So a couple of things. Change it up so we can see the model as if it were posed so the base is where the ground would be. It appears you've probably exported it from zbrush or something where the Y/Z axis were interchanged. Then tone down your primary light source because it blows out all your detail. That will make it…
Hi , after thinking a lot about the illustration, I decided to do the battle of rakan and xayah vs zed but in project version. Soon I will upload the first concepts :) Buenas, después de pensar mucho en la ilustración, he decidido hacer la batalla de rakan y xayah vs zed pero en versión proyecto. Pronto subiré los primeros…
I love this character, he's so cool. From the facial expression to all the small details you've added. My one suggestion might be to break up the symmetry (difficult to do at this point now that it's textured and UV'd), and possibly add some pops of contrasting colour to draw the eye - though I love the uniform…
Another, similar alternative. Sculpt your initial terrain using in zbrush, using y direction only for your brushes. Include all the flattened gameplay areas. Polypaint a black and white mask for the areas you don't want to change. From a top view with perspective off, grabdoc an alpha for the heightmap, and with a flat…
i already have a ps3. what are you talking about???? i payed about 2000 Y~ for mine. i got the demo disc's on XMB Interface Explained on the 3rd. you can buy games from playstation.com and i am having problems with the site i buy from; stupid thing anyways. i dont even like PS3 Tony Hawk Project 8 anymore.
It looks like it's currently rendering the normal-map with the Y-axis inverted, so try inverting the Green channel of your normal-map in Photoshop (so white becomes black and vice-versa). That should fix the weird shading, but with regards to seams, I'm not sure - that may be something to do with the way ZBrush outputs…
@KustomZero: Wow...that's an amazing model, the extra detail looks really good, though I was wondering why you did all the windows but no not the door and and cockpit windows? Here's what I've got for my rocket: I'm going to try and do most of my work with textures, since I'm feeling more inspired by a slightly cartoon-y…
tgz : I guess this is because he's mirrored/shared uvs for all the big pillar things and max7 renderer doesn't like this it seems (or at least I haven't figured out how to yet) he would have to assign another material with inverted x and y for all the mirrored stuff so that it looks ok, hopefully game engines handle it…
how complex are those paths? - if it's just a vector aka now quad or tri bezier curves a simple script might do the trick. If I am not mistaken SVG stores a stroke or path as a simple arrays of x,y values - it shouldn't be to hard modifying an existing script that generates a spline in max from it. here is some code to get…