Blugh, tumblr doesn't like having it's images linked apparently: That's the blockout with reference. I'm going to end up doing the high poly just in max, like you guys are suggesting, just because I know how to do that. I mainly wanted to sculpt this because I don't have any sculpted pieces and I figured I'd try to learn…
That's might be correct depending on your model but that does sound a bit high for I assume a human character. Maya shows you the number of vertices that only "physically" exist. Game engines need to split vertices when there's a hard edge or a uv seam. Reading back a bit, you had an issue smoothing the model, did you get…
1.You can just duplicate one of the existing terrain materials and then rename it and change the textures to your liking. Note that your terrain diffuse texture needs to be highpassed. 2.I don't know about changing the player's size, but I wouldn't do that cause the lighting and the physics are set in real world scale so…
Oh man, I can confirm how great that workflow is. Of course someone's probably going to be very helpful and clever, chiming in to say "muh dynamesh", but that's actually very different. For those interested in trying it for free, Blender has it too with the "Dyntopo" option in sculpt mode and it is a huuuuge time saver. It…
Definitely! I've lost my way with the deus ex look, Not sure where to get the gold now! But it's going to become a big focus once I get some more of the assets in, I promise! Yeah my tutor commented on the stones, It was a placeholder texture that I removed later. Here's what I'm working on at the moment: texturing the…
this is usually my workflow - blockout in zbrush from an existing basemesh - find out what pieces need to be modeled separately in 3ds max. - clean up all the sculpting work - Decimate everything - assign polypainted colors to different materialtypes. - export HP meshes (amount depends on whats the best for baking) - retop…
I appreciate your reply and direction. I have looked into the resources you referenced and am happy to see that I actually DO utilize some of the techniques you mention...I just always referred to it as 'creating face loops along muscles and bone structure' as opposed to calling it 'blockouts'. I think I prefer the proper…
Be careful with that man I did that often some years ago and I could have been a lot further in modeling if I didnt do that You learn way more if you have to follow something, else you will avoid all challenge and just model what is convenient. Also your own designs will not be good unless you have great (concept/ID) art…
I was hoping you wouldn't say that haha. I dont want to be a concept artist, I was only looking to use this as a way to speed up my workflow so spending ages working on this skill on its own would be a bit daft. Though ironically after I had written this I actually had a minor breakthrough, changed a few brush settings and…
I do similar kind of work a lot. I never use perspective match, it's just not worth the effort. One way to handle this is to make a rough framework first, and scale/tweak it to roughly match the proportions. This is a throwaway model, used as a reference when making the actual modular pieces. One thing going for you, it…