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Found 1 result

  1. Hello, all. I'm trying some ambitious stuff and need some help. I'm in the process of trying to recreate models used years and years ago in a couple of FMVs for a game series called Legacy of Kain. Previously, I've only used 3D Coat for the texturing aspect on models from one of those games, to try and bump them up to 2K levels. But this is something beyond. I'm going for accuracy to these high rez, for the time, models, and I'm in need of some advice. My issue is this: in the Voxel room while sculpting, be it in voxel layers, or in surface mode, I'm finding it difficult to achieve small, tiny detailing. The crease brush looks alright, but only to a certain level and inverting the build up brush, or build, depending, works so far, but I get so much artifacting and unwanted beveling when just trying to make a crack, or wrinkle. The model's been uprezed to over 10 million polygons, and yet that doesn't appear to be enough. This is what I'm recreating: And here it is so far: A close up on the details of that model: And my close up, and my issues: Instead of getting the crisp creases I'm after, it's a bumpy, soft, artifacted in spots attempt. Am I missing something easy here? Is it best to continue at this level and then take the model into the paint room to continue detailing it in bump maps and such? Should I instead uprez it again for this level of detail to be possible? Any help is most appreciated. I plan on using this model and animating it, maybe even bringing into the UDK editor for a game recreation. I know for that I'm going to have to make a low poly version anyway, but I want as high as possible to start off with. This is also my first real modeling, besides an hour, or so, tinkering before in ZBrush, so I'm trying to learn heaps of stuff as quickly as possible. Thanks for your time.
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