I can understand you would not like people tearing your work apart after spending alot of time to getting it look nice but even if you don't go back and fix peoples critiques you can still learn from what people think for future projects. I'll dot point what I do or don't like, feel free to take or leave what you will. -…
Looks alright. I modeled a 590 Shotgun, and if you would like to take a look at the wires I did, I'll be happy to share them here :) A few places your model seems... Lacking: 1. Your Receiver ejection port doesn't follow the ref you showed us, It goes up into the curve of the top of the receiver instead of just staying on…
Yeah, I guess we just fundamentally disagree. To me, posting those "OMG SO GOOD I JIZZED MY PANTS" responses are the laziest thing you can do (other than not posting at all), it doesn't do anything for the OP other than stroke egos and it doesn't contribute to the community as a whole. Just as in my OP I gave an example on…
You can use a height map as a "bump map" which functions much like a normal map does (though not identical). Probably what your friend meant by that comment. Both fake surface detail, with a bump map giving a sense of height and a normal map one of direction. The Parallax Occlusion Mapping (POM) technique @Joopson mentions…
I would advise learning ZBrush and Substance Painter as soon as you can. ZBrush is already an industry standard, a lot of studios use it in-house. Substance Painter will give you a big leap forward with textures, I believe it will become an industry standard if it isn't already, I think the sooner you learn it, the better…
As @kanga says, if your aim is to create a real-time character then forget about messing around with posing and layers and over complicating the mouthbag. If you want to experiment with posing and layers in ZB then do it in a more focused project. As it is you may end up frustrating yourself by taking on too much at once.…
Thanks guys! Don't worry too much about those stairs -- it's just a blockout asset with a tiling material applied to it. I'll get around to sculpting them up properly and setting up better moss for them eventually. Skayne - I have plans for a bit more story/culture to show through here but for now I'm focusing on the…
Hi Mr Significiant and thanks ! No there is no images here, only procedural noises and patterns which are blended which each others. That marble is still very WIP, I'm trying to figure out how reproduce the mineral feeling you have when you take a look at it, it's next to wood but with more depth in the reflection.…
Hm, I'd err on the side of what Fritz said, generally triangles in ZBrush can be a pain - I have heard several people mention bugs where their mesh just goes crazy and throws vertices off into infinity, this only seems to happen in meshes with triangles. Generally it's fairly easy to get rid of triangles for the most part,…
OK, here's a high level overview... Things you need: * A ratio to aim for (just an integer value, eg. 4 for 4:1 ratio) * The current object's texture width and height. My script defaults to 1024x1024 if the object's material doesn't have a valid texture. * An object with UVs! Steps: * Get selected UVs, or if none are…