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#11 (permalink) |
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Senior Member
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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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#12 (permalink) |
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Senior Member
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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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Glynn Smith (Portfolio) |
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#13 (permalink) |
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Industry Artist
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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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#14 (permalink) | |
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Amateur Artist
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Quote:
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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#15 (permalink) |
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Frequenter
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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: ![]() ![]() ![]() ![]() ![]()
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-Spotlight Article-Hard Surface Texture Painting- Last edited by Stefan_Morrell; 06-11-2008 at 12:45 PM. |
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| The Following 3 Users Say Thank You to Stefan_Morrell For This Useful Post: |
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#19 (permalink) |
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Frequenter
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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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-Spotlight Article-Hard Surface Texture Painting- |
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#20 (permalink) |
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Senior Member
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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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