Thanks for the pattern flats, I'll be sure to keep checking this thread out. You've clearly got a good grasp of clothes but have you tried making other costume elements in MD such as backpacks?
19.05.2016: Here's my progress so far: Most of the gameplay elements are done. The only thing that's left now is the teleport. TBA: Animations, Decorating(Final Level Map + Particles) and Final Textures. :)
@LenasTeapot and EarthQuake, thanks for the tip on how to move an element. Selection areas doesn't seem to be transparent or is it just me. Am I doing something wrong? Another wip update from me.
Just a quick question. Did you model these parts as a modular design? If so I would love to see a screen shot of how you've broken up the elements of the scene to make it modular.
You can colorize elements further. Split into individual layers and/or use mask layers. Then use use color adjustment clip layer(s) of your choice. Couple of themes from me:
1) Depends on your art direction. What is your art direction/render target? 2) Not necessarily detail. There's ways for flat skin to read as skin with shader elements like Subsurface Scattering.
Makes sense. I'm already looking at the reference for my gun rail and how I'd do it in Max cause there are just a lot of elements in ZBrush that would make it difficult. Practice practice practice
Looks like the mesh is double-sided. Editable Poly works under certain topology rules that prevent welding two polys back-to-back. Detach the backfaces to another element, and it should work.
So i found a solution by randomly posting on a site. turns out in the space bar menu there's a "sort mesh elements" option. will be testing this for results! EDIT: Well that works in some ways and not in others.