Thanks a lot! Your post gave me answers for most of my questions

but also born a new ones

(not many I promise :P)
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but to get nice hard edges without a lot of segments, simply use Smoothing groups
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Thats for 3ds max I guess, however your answer gave my an idea: blade of sword for example: spliting two sides of blade into 2 polygroups and make a crease. Would that work?
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As it comes to optimizing, you could optimize it by creating a new model in your desired 3d app, and then take it into ZBrush and retopoligize.
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I dont really understand how that would work. You mean retopoligize my Zbrush lowest sub-d mesh based on new optimized mesh from Max or? Will that keep all my details from highest sub-d level?
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the only difference is that from an emissive map, light will actually radiate.
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Radiate? Some kind of glow or something?
I checked your tutorial about creating specular maps. I learned something new beacouse I didnt know that colors in specular map should be inverted. That kinda explains why I saw blue specular map for human skin :P Anyway I thought Ill thanks for that tutorial here as well
