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sir_AXE

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Posts posted by sir_AXE

  1. 1.Make a new project in zbrush

    2.check your import/export settings (bottom right corner of zbrush)

    3.import back high/low models into zbrush

    4.scale/move high or low poly model manually (without offseting it from the middle)

    Sometimes scale gets messed in zbrush and only manual way may fix it, usually it's because the starting model you use/import

  2. -Were trying to unlock Riven mod (kill Dargyns) .

    -Tried riding one when it suddenly vanished in mid air and I was able to run in the sky (on invisible plane).

    -After that I've used archwing to fix that problem.

    -Helped ,but now enemies ignore me as if I'm invisible or something.

  3. 19 hours ago, warren685 said:

    so the Nidus Helmet with the teeth, what name will you give it also is this design final, like no improvement or changes?

    yeah its done http://steamcommunity.com/sharedfiles/filedetails/?id=949103294 

    Added some organic stuff inside , so like the hard outside shell makes sense , I don't think adding more details will improve anything and just will be hard to read from distance

    On 6/19/2017 at 5:05 AM, Rekkou said:

    I suggest you to be very careful with parts that extends to the neck and require extra rigging. Because no guarantee they will actually rig it. My hydroid helmet has small mesh that require small rigging, but they left it just like that and it clips badly whenever the head turns.

    540dea47-8240-4b62-97dc-67e67844ff03_zps

    hmm I see ,strange it shouldn't be that hard, wish we could skin ourselves )) thx for heads up

  4. 5 hours ago, Naith said:

    The more Nidus helmets the better.

    We could likely do with a skin by someone at one point though.

    I might try to make a full set , first head was good practice :D

    707a869f7f.png

    9abb5df9d4.gif

    So much easier to animate in zbrush 4R8 having actual gizmo and pivot point :D

    I think I'l add something coming from the cracks of the head as well 

  5. 11 hours ago, Vlada91 said:

    Nice job on Nidus Helmet.But one thing,horn on his head would have been better if it is thinner as a blade rather than a horn because it creates the wrong image :blush::laugh:

    thx) yeah I know what you mean , it didn't look that bad before I animated the skin folds :D  

     

    6 hours ago, warren685 said:

    So did you plan out what's the color palette is going to be like for color customization. Also would you provide examples?

    yeah I added few images with color variation , RGB parts can be changed and the white base

    e1d2beff0c.png

  6. need to still clean up and add more details here and there (inside parts) and texture after , but here it is

    6ad0ac49c8.gif

    also did some tests with tennogen

    1) looks like triangulating model helps a little so it doesn't guess which way to cut the quads 

    2) and it looks like tennogen viewport doesn't calculate tangent space normals for each UV shell but Warframe engine does...

    4e6348c96e.png

    so I'l do the beauty shots in marmoset xD

  7. On 5/31/2017 at 10:09 PM, (PS4)Akuma_Asura_ said:

    Nidus helmet is beautiful. And no teeth please & how did you learn how to do this and where can I 

    thx ) I started with basic zbrush tutorials and later took maya classes , would recommend this tutorial http://eat3d.com/zbrush_hardsurface , little bit outdated but it's one of the best

    On 5/31/2017 at 10:13 PM, [DE]Taylor said:

    I would recommend staying away from teeth! Faces are okay so long as they are heavily abstracted. Currently what you have in this specific gif is too literal. :)

    It looks amazing otherwise!

    ah okay , yeah I thought so ) thank you ))

    one more thing , is Nidus head animated with skeletal animation ? (additive on top of his other animations) or is it a blend shape opacity slider ?

    c8c2336e1a.png

    also fleshed out the back of the head a little , messing with the asymmetrical stuff on the front

    HGAgg2w.png

    and more clean up

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