Adam: I sampled the skin tone from the demo's head texture, but there were lighter areas I could've sampled from. The tone you see there is the main head skin tone, though. ZacD: GAY! (me too)
The sand isn't really laying the way I would expect it to in a circular arena like that. It seems more wind swept, like out in the open, or in a narrow hallway. And like ZacD pointed out, the colors don't read too well as they are now.
Thank you ZacD, I will fix that spot you pointed out and look out for other inconsistencies in my lighting. I plan to keep a consistent top-left lighting throughout these textures. TicoTaco - I start from a blank doc
Well color me interested. Thanks ZacD. Bootup in 7 seconds. wow. edit: I'd be curious to know how fast the "compacting mem" wait times are in zbrush with one of these. Sounds like virtual memory would become as fast as ram?
I do this too, all the time, but with Google+ Hangouts. Then, a bunch of folks can join up and share screen. So it more of a streaming art party. Except ZacD, he plays video games or just talks, which is cool too.
Hey there ZacD, that's a nice feature in XSI. I am using Maya for this model along with Zbrush. I am not sure if Maya has that feature. But your method gives me an idea for a starting point. I will post soon my progress.
ZacD: Or you could just go ahead and paint. Muzz, that's a lovely take so far. Emil, looking good, but you lost a lot of the volume in the detailing phase. You probably already know this, though. :p itsa me, MarioStark!
ZacD: 5 fps is without the grass, I did removed all the vegetation to work smoothly. I did gain few fps after hiding the ocean mesh and some part of the landscape while working... got ~10 fps
Australia, Canberra - capital of pron, fireworks and public servants... Jackablade & ZacD - Mmmmmmaybe we could setup some 'hobbit culling' in nz (cause they are totally over-populating there...) - and see if the meat is as lean and healthy as kangaroo meats nom nom.
CafeNight: do all of your faces have UVs? ZacD: looking at master I see that there's Mikk code for skeletal meshes in Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp. I'll toss a breakpoint on there in the morning and see if any of the methods get called.