Waterplants and more variations with rocks. A tip would be to create a cluster of smaller rocks in one model then aligning them along the river-sides, maybe have some stick out of the water as well. Basically you need to have more stuff happening, interesting visual detail but that doesn't end up as noise. (More leafy…
The high -> low -> bake workflow is by far the most time demanding workflow we have right now. But it also yields the best results. Low -> Handmade-Normals is a much quicker way, but can yield lackluster results on many objects but can work great on others. The details you get from the high poly that aren't talked about…
Gah! Just when I think everything is working great... I find out that it isn't. I'm actually surprised that this isn't a more well-known procedure. To Recap, this is my workflow: 1.) Create a tileable alpha in PS to show basic height details. 2.) Displace a plane in ZBrush using this alpha. 3.) Sculpt additional details…
Kevin: Sweet dude, cheers for all the recommendations, I'll have to check them out :D The Maltese Falcon is one I'd seen previously so I didn't list it there. Did you see Adam Savage (of Mythbusters fame) talk about creating his own Maltese Falcon (and his own dodo skeleton)? Very cool stuff.…
Hey adam, a few more thoughts (cool that you are really taking time to listen): -Featuring artists and threads realy is great, adding a small description as to why is even better, but this shouldn't be too much. Also, it seems like it's mostly only you doing this? i'd be interested to see other staff members pick stuff…
I am still struggling with this one... I thought the problem might have been the AUV tiles UV generation in ZBRUSH so I tried a test... creating a new texture using GUVtiles and doing a simple bump map test which you can see below. Again - everything looked fine in ZBRUSH, and when applying this texture in MAX it looks…
Update on this, finalized my high poly to the feedback given here. Hopefully more accurate, the knurling is a bit harder to get 1:1. Moved onto low poly and unwrapping. Any advice on texture set separation. Should I keep this in 1 texture set. I would like as if I am making this a hand held gadget in a FPS game to the…
Brace yourself. Thats my advice. Don't get me wrong, I do love UDK. It creates beautiful graphics, let's me put test levels on an iPad directly from PC without needing a mac. But be warned, using UDK is like digging a hole to the centre of the earth. At first while you're digging through the top soil (i.e. importing static…
thats the thing though, most gamers haven't been gaming for 15 years. sure there is defiantly a hard core audience but the majority of gamers are casual gamers. And I think the majority of hardcore gamers is like the high school to mid 20's bracket. I defnatly know the game has a hardcore fan base/following but most people…
Looking good great progress! The modeling is great, I love the lamp =) The texture on the helmet needs some work. I think it needs some green and white oxidation from being submerged in salty sea water, and maybe some dents and dings to show some use. Probably not as extreme as I took it when I created an antique helmet a…