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Old 05-11-2008, 01:52 PM   #11 (permalink)
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Might just be your glossiness level that is putting me off on that previous pillar.
And that stuff you did for cornered looks good, too bad you never got it finished (well, neither did I).

Oh and the unwrap tools:
they have these handy aligning buttons, sort of like the Make Planar buttons in edit poly. I use those a lot. Best thing however, is the amazing "Relax By Face Angles" button. It's a relax function that actually works perfectly on anything! I use it on every single thing I unwrap, just eliminates any stretching there could possibly be left. Also the tickbox for "Sync to element" is really easy to reach with the tools.
Sounds like not much (maybe I'm forgetting something) but I really can't do without it anymore.
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Old 05-11-2008, 02:06 PM   #12 (permalink)
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Well, I'm a Max user, but I'll be the first to admit that the default Max unwrapping tools are a little lacking. I find that by using Chuggnut's plugin, it saves me a hell of a lot of time. It has buttons for align and rotating in increments, which is what I mostly use it for.

I find that, for environment work alone, these two tools alone are far worth the install
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Old 05-11-2008, 03:45 PM   #13 (permalink)
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hey dude, great work as usual. I was wondering how exactly you use the masks in ZB. how do you apply it the model as a mask and then somehow indent the details? id love to snake a quick explanation :P this would save me a ton of time as opposed to the usual using stencils and alpha tools.
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Old 06-11-2008, 08:45 AM   #14 (permalink)
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Quote:
Originally Posted by PixelMasher View Post
id love to snake a quick explanation :P this would save me a ton of time as opposed to the usual using stencils and alpha tools.
i'd love to see that also, because i also just mess around with alphas and stencils.

as for the work i am speechless, never thought you could do something like that in the cryengine, thought it was just for beaches and such things
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Old 06-11-2008, 12:15 PM   #15 (permalink)
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sort of like the Make Planar buttons in edit poly

hey that could be handy to have in the uv tools.I might have to take a closer look

Relax By Face Angles
is that different to the Relax By Face Angles max already has?

rotating in increments
heh,i dont mind holding shift when rotating

interesting though,I use many scripts whem modeling but none for uv's..& I've always found doing uv's in max to be very smooth & easy to use

here's the (very) basic workflow for working with a zbrush mask made in photoshop,I make sure the mesh is very dense before applying the mask so it picks up as much detail as possible,then after using 'Mask by alpha' I do a small inflate(either negative or positive depending on what I'm doing) inflate is in found in the 'deformations' rollout...from there I sculpt details as usual,making the mask in photoshop just gives me a head start on things that might otherwise take longer in zbrush
you could also apply the alpha as a displacement,then sculpt further details on top.
or do it using zbrush layers & import seperate brick maps & plaster maps for the various surface details
there's many ways to get the job done




& while I have a sketch thread I want to add some older stuff,these were mostly done last year for a crysis mod:










Last edited by Stefan_Morrell; 06-11-2008 at 12:45 PM.
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Old 06-11-2008, 02:24 PM   #16 (permalink)
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thanks for the explanation dude, ill put that technique to good use for sure.
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Old 09-11-2008, 02:37 AM   #17 (permalink)
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Very inspiring stuff man, thanks for sharing!
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Old 09-11-2008, 05:21 AM   #18 (permalink)
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I really like this shot!
I wanted to type more but that's just it, I really like this shot
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Old 09-11-2008, 09:14 AM   #19 (permalink)
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thanks guys
here's a high poly floor panel I made today,baking some dirt maps & masks for it now
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Old 09-11-2008, 10:03 AM   #20 (permalink)
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The buildings looks so realistic. Someway that wastecare box is not so realistic, it looks a bit detached from the rest of the scene. But it may be just that I think the front of it should have a shadow, because it's on that shadowy side of the building.
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