I created the path by making a "line" under "shapes" and put out vertexes to give it the shape that i wanted. Then i adjusted it with bezier corner handles. The hose itself i created by making a long cylinder, converted it to an editable poly, added about 20 columns on it using "connect". I marked every other face,…
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog. Or any texture baker that support a texture on "hires" mesh. Substance…
Oh yeah, that worked. Thanks. That page doesn't even show up on Google, so I didn't know it existed. -Update- So it's really interesting, but it seems to have a huge number of very basic problems. I can assume they'll be fixed by the time it comes out of beta, but I wouldn't bet $100 plus whatever the undecided upgrade fee…
Add stuff to make the silhouette more interesting. Like hinges, extrusions, a heavy base. Maybe a fancy high-tech locking system? Don't add stuff willy-nilly though. The box itself should tell a story of some kind. Things you might want to think about when designing this box: -What is the box made of? -Who made the box?…
Maybe you can get a better understanding of what the normal map is doing for you if you applied a real time shader with the normal map, so you don't have to render to see the result. Use a directX material, and apply a shader that uses normal maps. I like xoliul's shader:…
Try blurring out the alpha of the text a bit at the edges. You can see the same aliasing issues in your alpha as you can on your model. Notice the A in the alpha has some slight stepping going down it's diagonal, when this has been applied to the model it has been amplified to be much more noticeable. You may want to…
One last comment on leveling your normalmaps: If your baking solution and engine are perfectly synced, you'll be able to get away with a lot more trickery, that's for sure. You need to keep in mind this may very well not be the case, though. Have you checked to see if this gives any problems in udk for instance? Also,…
Hmmm, ask Nenneman about this, I'm pretty sure he'll know how to fix it. If it's not because somethings out of the 1 to 1 UV space then I'm not sure what it is. Zbrushcentral forums probably have tons of reference for troubleshooting this kind of problem, or possibly make a post in the "technical talk" section of pcount.…
Did a rough sketch/sculpt before starting to have a place to prototype shapes and size of parts vs. perspective. I want to do the high res sculpt. @ PyrZern. Good start, be sure the "face" has female proportions, right now her "jawline" and "chin" have the width of a male vs. the size of the head. @ Kay-Vonlanthen. Good…
Definitely a solid start - waiting to see more for a better critique :) This is pretty much the same workflow I use with edge extrusion, essentially marking the more extreme points and filling in the blanks. The one area that stands out to me as "odd" at least from what we can see here is the loop on this character's…