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Old 14-04-2009, 11:02 AM   #46
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errrr ..

Hi guyz can i change the classes in between war like i started off with abomination but want to go with the machines!

PS: dunno where to post it so i posted here!
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Old 14-04-2009, 02:09 PM   #47
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Originally Posted by Sebiomegas View Post
Question on texturing:
I heard that some Artists work at double size to get the anti aliasing applied to their image when shrinking down.
Is it true and will that help if I work at 4096X4096 ?
Thanks !
No, all you'll end up doing is slightly blurring your image as the computer has to configure a square of 4 pixels down to a single 1. This does have a the effect of blurring out any aliasing in your texture, but it'll also blur out any detail as well.

Some artists work at double size so they always have larger version of their texture. If you work at the original size, and later on realize it doesn't provide you with the required resolution, you don't need to re-paint your texture, you've already got a larger version to use.

There is really no reason to go up to 4096 though. That is just a massive texture, that can easily grow to several gigs in file size and be difficult to work with. If you ever do double size generally it's only with 256, 512 or 1024, there isn't much point to double a 2048. So make things easy for yourself and just stick with the native 2048.
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Old 14-04-2009, 04:23 PM   #48
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Thanks for the explanation Puckducker, I appreciate it!
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Old 14-04-2009, 05:27 PM   #49
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Originally Posted by Puckducker View Post
No, all you'll end up doing is slightly blurring your image as the computer has to configure a square of 4 pixels down to a single 1. This does have a the effect of blurring out any aliasing in your texture, but it'll also blur out any detail as well.

Some artists work at double size so they always have larger version of their texture. If you work at the original size, and later on realize it doesn't provide you with the required resolution, you don't need to re-paint your texture, you've already got a larger version to use.

There is really no reason to go up to 4096 though. That is just a massive texture, that can easily grow to several gigs in file size and be difficult to work with. If you ever do double size generally it's only with 256, 512 or 1024, there isn't much point to double a 2048. So make things easy for yourself and just stick with the native 2048.

Unless of course you plan to Print your work later which will require large resolution renders 5000 high etc.
in that case yes 4096 is ideal.
Thats what i will be working in.
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Old 14-04-2009, 05:54 PM   #50
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keep in mind you are a beast and more than likely, your computer is a beast as well.
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Old 14-04-2009, 06:26 PM   #51
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yeah, I have found that I can't even think of trying to render out at 2048 in max as it bombs out. Zbrush bombs out all the time no matter what I am doing. Xnormal can usually pull it off though.

I have a new rig possibly coming soon...a near sentient one. Any tips people could give on the maching to get? Should I post this elsewhere perhaps (although I WILL be using it for the DW! I'm thinkin i7 940, geforce 295, 4 Gb DDR3 Ram...and all the usual bits and pieces.
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Old 14-04-2009, 09:00 PM   #52
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Quote:
Originally Posted by gfxengine View Post
Hi guyz can i change the classes in between war like i started off with abomination but want to go with the machines!

PS: dunno where to post it so i posted here!
that's fine.
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Old 14-04-2009, 10:34 PM   #53
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Talking yay

i will try my best to come up with some ideas !! thanks big toe
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Old 15-04-2009, 12:32 AM   #54
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IMPORTANT QUESTION!!!!!!!!!

I have my model fully unwrapped, then I went back to make the unwrap tighter and better packed. Now inbetween I started sculpting in ZBrush. I thought I was done UVing. Now can I go back and keep all the work I've done in ZBrush and still bake it to the new uv layout? The model hasnt changed at all, just the unwrap.

Please let me know guys, I have limited time due to work and cant spend more than a day backtracking!

Thank you.

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Old 15-04-2009, 02:19 AM   #55
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Novian: I think you can edit UV's in max after you have started scultpting. But it can be finicky.

Go to the loweest subdivision and export your low poly model as an .obj. Go into Max and import it. DO NOTHING TO THE MODEL!!!!! The only thing you should do is select it and apply an Unwrap UVW Modifier. Change your UVW as you see fit. Collapse the model. Export low poly as new obj name.

NB: Do not in ANY way move, change, scale, do anything to the actual model. This will change its verices numbering and stuff which zbrush can't translate back into the high poly. Do a quick test on this before to make sure it works.

Note that if you are doing the diffuse in zbrush, this will not translate. Only sculpt information will. Good luck!!!

these are the export import settings I used previously.

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Old 15-04-2009, 07:54 AM   #56
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New Technique for your concept in ZB

Hi,

I tried a new technique today and wanted to share it with you all.

http://forums.3dtotal.com/showpost.p...0&postcount=11

Enjoy!

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Old 15-04-2009, 10:35 AM   #57
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Quote:
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Note that if you are doing the diffuse in zbrush, this will not translate. Only sculpt information will. Good luck!!!

nooo, that's not right. You can project polypainting in the same way you can project sculpt information - just make sure rgb/mrgb are enabled when you project
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Old 15-04-2009, 12:56 PM   #58
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Thanks for your help guys. Its good to know that its possible. One final question. Ive had ZBrush for only a short while and just got sculpting under my belt, I dont know anything of the process of actually projecting the details. Can anyone give me a quick run down? If so it would be much appriciated.

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Old 15-04-2009, 02:17 PM   #59
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poopipe: So if you have a diffuse you did in zbrush (say zapplink) take it back to max and change the UV's...and then reimport it...the diffuse will transfer across to the new UV coords??

Novian: There are MANY ways to project/bake the details onto a low poly. From zbrush you could use ZMapper (check pixolator.com forums for the link and tutorials) or you just export the high poly from zbrush, export the low poly from zbrush/max and use XNormal. OR use render to texture in 3dsmax.

Thats how I do it (or the quick and fast version). Look up tutorials all over the net for texture baking.
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Old 15-04-2009, 03:19 PM   #60
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Ok, I have a texture question. The blue parts of the belt texture, I want to be glowing. I have tried a couple of different ways, and none seem to be working. I am using mental ray as the renderer. If anybody could help me out, or point me to a tutorial that explains how to do it, I would be very happy
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