Never mind guys! A coworker helped me figure it out. Just in case anyone else has this issue: In Max, I had to use a gamma override of 1.0 on the normal material. I also had to fix the normals on the geo itself using this script: http://mixescript.blogspot.com/2013/03/fix-meshes.html In Maya, I exported the corrected mesh…
Yeah the rotor size is my concern too. Its looks to heavy to fly. Not only are the rotors to small but the wings must hold the whole mass. The Orca helicopter from Command&Conquer is better in my opinion for a believable design. Another point is the smooth surfaces, or the lack of smoothness. Is it a Spaceship with no air…
Hey guys fixed a couple of proportion issues and did a detail pass in zbrush the rest of the detail seems to come from the diffuse when looking at the character in game hope you guys like :) i just brought in the arm for posing purposes as there is only really painted detail on them i did not smooth them in zbrush the same…
Yup, I just use smoothing with minimal intensity over an area which is smooth anyway then re-dynamesh it. Though I hardly see the need to change my resolution mid way most of the times. The good thing about it is that when you re-dynamesh it, it fixes most of your problems. The only time I consider doing it is when two…
Well, you can adjust the *contrast* of the details, but thats not going to make them *read* any better. The problem here is that the details were created too small/fine, so when you bake it to a texture, or view it from a distance they don't really show up. Adjusting the contrast isn't really going to help. Adjusting the…
Cheers guys. Bedrock: Yeah I see what you mean. It's baked at 128/64, just a nrm to help control the smoothing. I've baked at 256/128 and added in a gloss for some dirt and scratches (it was too low to have them before) and it's looking a little better. Also the middle bit of geo was only 40 odd tris and, while it's not…
Hey dude! Your low poly isnt consistent over all. Some elements are crazy optimized while others are totally wasteful. The Tires for example are just insanely high lol. Heres a Tip: Keep the edge/silhouette the highest and work your way down. Put those saved tris back into the main shapes, add bevel edges to accomodate a…
3 is a preview of smoothing your mesh by subdividing it, if you go to "modify>convert>smooth mesh preview to polygons" then you will be working on an actual subdivided high polygon mesh( which is what 3 has been showing you a preview of ) at this point if you delete history you will loose your lowpoly. So I usually find…
thanks almighty_gir! definitely i will work on his face ! David Wakelin: here is wire frames of the hands. hands are really lowpoly on the base-mesh otherwise a lot of polys will be wasted after subdividing. what i learned from making hands is that turn off Auto Smooth function for level 1 to 3 and do manual smoothing on…
Yea, I tried that but then you get a cut with the same mesh, so jaggy edges based on the polys. But apparently using the polish slider will make that smooth. That looks great! Should be then the best for slice cuts. Still boolean subtraction would be nice to have, for instance for making perfect eye sockets so I can print…