Low poly + bakes + some base colors + specular/gloss adjustments. Critiques highly encouraged since I know I have trouble with texture definition (already having trouble with the body/legs...) PS: Should I pose Moto before I continue work on texturing or after?
And we are not even going to mention that there are no dragons in the center of the earth, @Michael Knubben... PS: jokes aside, @vril1 are you messing with us or you just have no idea what you are doing? How did you end up posting here, and have you even read the subforum name?
Hi mindblowz and thanks a million for your patience! So we´ve narrowed down the cause to this file: C:\Users\Public\<User>\SUITE\script\presets\Contours\standard.shc Does this file exist for you? if so, try to load it in to PS manually, and see if that makes any difference on the crash!
Thanks! It's actually javascript + html on the front (UI) and JSX (javascript extended with Photoshop functions) on the back. I guess you can start from here and here. Documentation is lacking, but Davide (the second link) wrote a book on PS Extensions, if you want to dive into extensions I'd recommend to buy it.
Seems like an interesting project. you've made a good start, and like others have said I like the pier. Would be nice to see some of your textures posted up with your screenshots :) ps. Are you going for a modular approach or are you going to be creating a lot of bespoke meshes?
Thank you Xavier, this was helpful. I suppose my biggest problem is when I get into ZBrush and open my project I just become overwhelmed and feel like scrapping the whole thing and starting a new. I've considered going back and reworking the designs in PS and beginning again?
i will start making the sheets and plates of Anubis tommorow , i will be inspired by andy's creature factory http://www.artificial3d.com/blog/wp-content/uploads/blinded.jpg & Jehuty from zone of enders http://www.darkintellect.com/altron/jehuty/jehuty-color.jpg PS : why would i explain what is happening ?
The most important point is that, you should mass the ... mass of the head first. Get that right, then add details. Then, as a very last step, worry about the flow of things into one another. Not the other way round! Good luck! PS - I love how that video 'tutorial' is absolutely terrible hehe
bummer I don't know how much this will help but you should mention that you have experience with creating assets for the Unreal engine. Lots of studios are converting to Unreal 3 (for 'next gen' games) after Renderware got bought and they're looking for people with Unreal engine experience. PS...
modo, max, ps model time = 8hrs = 1494 tris texture time = 8 hrs = 16 64x64 disfuse maps and 1 64x64 alpha map lighting = 1 hr = 1 vertex color map This was for a handheld worldbuilder art test I just finished. The requirements were 1500 polys(tris), 16 64x64 diffuse textures and to be vertex lit. Critque is welcome!…