Welcome to the technical part of tech art. :) Quick review: an 8 bit value has a maximum integer value of 255. A 16 bit integer has a maximum of 65536. each additional bit increases the range of values by one power of 2. Since our normal textures have 8 bits per channel, using one channel for the lower 8 bits and a second…
Hi, after a longer hiatus than I would like, I'm back with some more designs. Please see below. I took some of the initial designs and tried to adapt them to different things, allowing for freedom with changes but I did want to make sure that I could narrow the direction down so a single theme. Whilst the "frilly" aspect…
Yeah, that's basically the problem. It's not that Steam or Itch don't want the games on their platforms; it's the payment processors dictating to them what they're allowed to have. That latter point is a problem, too. Right wingers....Really don't need to be given legitimate ammunition. They've got far enough by the power…
Reset Xform utility will fix this issue. Often the internal transform of the model will get all screwy, the result of various modeling steps (rotating and scaling). This tool straightens it out again. Beware this will put a special Xform modifier on top of your stack. You should save your Skin weights, Collapse the stack,…
Under the tools palet/menu find the deformation tools and click unify. This will set your model in the center of the zbrush canvas at an ideal size. Turn off all symmetry under the transform menu at the top of the zbrush interface. Mask the corner of your model that has the detail. Find smart resym under the deformation…
Love the ship design from the first image, really nice The interior looks really fake tho. You need to step up your texturing. Get some proper edge highlights and wear and more detail. Color variation. Also nearly all your objecs are really low poly with sharp edges, and very blocky in form. Also reminds me a lot on 70s…
opensubdiv, doublesmooth or quadchamfer are pretty much the same amount of steps. a modifier on top, thats it for the most part. Both methods got their pros and cons, and both methods have their same fair share of artifacts. that said, neither open subdiv nor doublesmooth offer the same amount of control over the edge…
Basically, you need to look at a lot more reference, and start to understand for yourself what's good and what isn't. The fact that you took such a huge step back with your latest revision is pretty telling, in that it suggests you're just fishing in the dark. It's really hard to get something like this right from the…
Zsphere II is *mind blowing*, really ! One of the reason I wasn't using Zsphere that much is because the "volume" control between each Zsphere was a pain in the ass to setup. Now it looks like Spheres are now what they was supposed to be from the beginning : control bones-like ! And on top of that, they (finally?) added…
@AlexCatMasterSupreme - Thanks for the feedback. I am always willing to improve my texturing. I find creating metal is the hardest part. Sometimes is comes off as realistic (for example: the gas pump nozzle, shield on the front of gas tank, and gas filter on the side of gas tank) or sometime is turns out concretely. I do…