Cool start! 1. Focus on making the room layout logical and believalble 2. Add human scale reference. Add FPS or 3d person character blueprint to walk around an test the space 3. Make sure the storytelling and props are consistent. Cables, seperation between floor and walls. cealling. lamps, wall sockets, door,
Seems like a cool little tool, along the lines of Genetica, though not really as powerful yet. However it is free under the GPL. Obviously unfit for finished texture work, but it may be interesting for creating resolution independent bases for textures. http://neotextureedit.sourceforge.net/index.html
Thanks for the info guys. I saw zbrush 2020 new features. Polypaint has some really cool tools and zbrush supports udim baking..I think. Can zbrush bake edge maps?
Ahhhh, reminds me of stamping all the detail on the ET:QW terrains :) Definitely a nice workflow, I hope you had a spline tool for roads/paths too! Cool stuff, it looks great! Thanks for sharing :)
Oh wow, looks like a really cool and unique tool, that could save loads of time, for certain types of modelling. I do wonder though how useful it may be outside of its sphere of specialty.
I think it's called chugnut uv tools but at any rate I think the TextTools UV script by renderhjs here on polycount (who replied to you) took the place of it for a lot of people. There's a link to it in his sig.
EricChadwick: File -> Summary Info will give you the vertex counts of all objects in your scene... although it would be cool if someone scriped an addition to the Polycounter utility tool, which added a vertex-count bar...
I have moved on to facial blend shapes, which i have found to be pretty quick and easy to do with the correct tools. By using a combination of ZBrush and it's GoZ feature to Maya, I was able to produce and export the initial 17 facial blend shapes with the click of a button! My process in ZBrush was to create a layer (for…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
Served 7yrs 1983 - 1990, 2nd Cavalry Regiment (Reconnasance), 1st Brigade (Heavy Mechanised), Australian Army. Been out a fair while, so my military ordnance knowledge might be showing it's age but anyhow just something to keep in mind. Is that these types of CQB weapons are typically employed for stealth and speed at…