High poly's are too much of a performance issue in animation software. Trying to use them leads to issues all the way down the pipeline, the functional usage of them will in the near future likely only be for static environment assets.
That's just the highpoly at the moment, it just had a simple tiling roughness map over the top of it all just to showcase it a bit better. The lowpoly will have all the dirt detailing. It will be for sale in the future though, keep an eye out for that.
@Jungsik// I agree with you. I need a new environment piece and thanks for the link! @tekmatic// I usually render my props in UDK and Max with Xoliul Shader.. would try CryEngine and Marmoset near future..
sounds like the whole "pay to play" thing at most music venues, theres alot of push back against that aswell. idk this shit makes me really angry and not have the best outlook for the future of 3d art
I checked online reviews, this was the one with best reviews. And after the final result confirmed with native speakers. No, in this case, it wasn't for games, it was a web page that needed translation. Thank you for the link, though. Might be helpful in the future. :)
I upgraded to 2014 and it fixed the problem. Just posting this here to let others know if they happen to Google it sometime in the future. Nevermind. Shit is fucked for me if I ever want to work on a scale between 0.0 and 1.0.
Reminds me of all the shit games that only people drinking at home played when the Wii controllers appeared..... Gimmicky indeed, but a bright look to the future of VR when I am actually inside the Zbrush canvas :)
Unfortunately this is a known bug when using Mikktspace. This is something we plan to look into and hopefully find a fix for in the future. In the mean time the best advice I can give is to use hard edges along UV seams.
That's an interesting point. It does help and I will keep it in mind in my future tests. I wish they had a more obvious system in place but I am sure I will figure something out that suits me eventually.
@Yedp Thanks! I think you have a good point about materials. I don't really even try to define the materials when I'm painting with watercolor but I will try to pay more attention to in the future.