I was wondering if anyone knows a method to import UV maps from 3DS Max into ZBrush. I tried with my recent crystal maiden hair, but it was a massive failure.
My Method: I created and exported the low poly model in ZBrush. I imported it into 3DS max, unwrapped it how I wanted it, then exported it as an .obj file. I then imported the unwrapped .obj into ZBrush, copied the UVW map using the UV Master (I think that's the name) plug-in, and pasted it to the low poly ZBrush model.
My Problem: When I created a map, it came out really blocky and things seems to be going in the wrong direction, I think it looks like the face directions got rotated. I'm not sure what went wrong or how to fix it at all My messed up normal map
Has anyone had this happen? Does anyone know a successful way to import UV maps into ZBrush from Max? Any tutorials or such?
Chemical Alia - That looks awesome! When I saw you guys post a picture of this a while back, I really liked it. Glad to see it finished as it looks great!
Interesting with all these sets in the new chests, I wonder if this is a experiment to push out more sets in total, set chests could be a really nice addition! Chests have always been very high income for arguably much less work (Single item vs 5-6)
Cool courier Chemical Alia, some really nice animations on that!
Would you be able to explain how you make these renders? Model viewer? Looks great =]
Yeah, most of those are straight up screengrabs in the hlmv with some green screening. One of my monitors is super high res, so that helps me get big initial shots.
Glad to see some old sets getting in!(sooo olddddd) I guess Valve likes to drag their feet sometimes :P Boonta, I believe there are a few of us workshoppers going to the meetup tonight
Thanks you guys, we really appreciate the comments c:
Yeah, most of those are straight up screengrabs in the hlmv with some green screening. One of my monitors is super high res, so that helps me get big initial shots.
Awesome thanks for the reply. I've been trying to import a courier into hlmv using the files that the dota 2 importer spits out, but get "error post-loading model". Did you ever experience that?
@EmAr really like the idea! Something I found a bit weird is that the fish meat itself looks kinda simple. I think getting some tuna references for example may give you a good idea of what I mean.
It's not just 'meat color' it has some lines, color variations and meat 'layers'. Other than that, really cool wep
By the way, some wip of a Vengeful weapon I'm doing with alextz91 -just base mesh so far-, you can find the concept at his thread!
Interesting way of creating the midriff by combining the skin with the top. Totally digging that hair style. Personally I would suggest more organic materials overlaying the outfit, it feels bare at the moment. E.G. Some big ribbons loosely tied from the belt area and flow around the skirt.
@Strimax Looks good it would be shame to not have this, so you should also prepare no gore version. I believe after latest changes and china launch they did not add any gore/blood/skull items to the game.
I did a touch-up on my crystal maiden hair texture, I think it looks better, but am wondering if there's something I can/should do to make it better. Thoughts? The old one is on the left, new on the right.
(btw, ignore the random part of the hair bangle sticking up, it's something weird max does with the skinning)
@LRoy
Dig everything but the shoulder piece which looks kinda out of place given the color scheme you've established. Also, the completely straight edge at the top end of it is not helping it.
Hey guys I don't post much! I sculpted out a courier for PMS|FurryFish, a really nice person. Here it is! This is the flying form, the ground form is gonna be all floppy on the ground.
Update on the venge weapon I posted on the last page, sculpt time!.
Dude. It looks like crosshatching, how much of that detail do you think is gonna show up in reality? I think you should reduce that damage detail by about half, and increase it's strength by 2x. Look at Motenai's stuff, he's really got a great grasp on it.
Replies
new stuff incoming !!!
http://steamcommunity.com/sharedfiles/filedetails/?id=239838875&searchtext=
My Method: I created and exported the low poly model in ZBrush. I imported it into 3DS max, unwrapped it how I wanted it, then exported it as an .obj file. I then imported the unwrapped .obj into ZBrush, copied the UVW map using the UV Master (I think that's the name) plug-in, and pasted it to the low poly ZBrush model.
My Problem: When I created a map, it came out really blocky and things seems to be going in the wrong direction, I think it looks like the face directions got rotated. I'm not sure what went wrong or how to fix it at all
My messed up normal map
Has anyone had this happen? Does anyone know a successful way to import UV maps into ZBrush from Max? Any tutorials or such?
lore breaking ward concept, candy machine, originally was thought gachapon, but not sure how many people recognize that machine...
maybe it will not fitting in doto universe....
edited:
updated with re-packaged skin XD
She comes in 3 color styles.
Here's my most recent submission-
Trappings of the Primal Titan
Would you be able to explain how you make these renders? Model viewer? Looks great =]
This is amazing
Ahh Void my first set. Made for polycount contest back then ^____^ Sooo sweeet
the weapons on the QoP
Anyone interested , add. The idea 10-20 % do not know )
http://steamcommunity.com/id/noneck1/
So, I'm from Russia and i really like this idea! Ahah, can't wait to see that in game
a master is needed which will take, 25% for the idea/concept
http://steamcommunity.com/id/noneck1/
a master is needed which will take, 25% for the idea/concept
http://steamcommunity.com/id/noneck1/
Yeah, most of those are straight up screengrabs in the hlmv with some green screening. One of my monitors is super high res, so that helps me get big initial shots.
http://steamcommunity.com/sharedfiles/filedetails/?id=239983388
Hahaha! That flying animation is absolutely hilarious! I love it!
@MdK
The cannons are much much better! I also really like how the metal parts turned out.
@Stefco
That got to be my favorite rendition of a Radiance. Absolutely sick textures as always!
or
yep... also my favorite rendition of a radiance.
I have question about evolving set. Should I make 3 different textures for each level model or use one texture file for all 3 level models?
Anyone hitting up the polycount meetup tonight for GDC?
Awesome thanks for the reply. I've been trying to import a courier into hlmv using the files that the dota 2 importer spits out, but get "error post-loading model". Did you ever experience that?
Grats to those who got some sets in. Once I get back from, GDC I need to crank some stuff out.
Aaaaand here's the EG earthshaker set i've been trying to finish since forever:
plz be kind and leave us a vote if u like it
we got a new record? the last one as far as i remember was the slug courier or Danidem's PA weapon, something around 8 months
the contest was like 1 year and a half???
I couldn't help but make this in Marmoset
It's not just 'meat color' it has some lines, color variations and meat 'layers'. Other than that, really cool wep
By the way, some wip of a Vengeful weapon I'm doing with alextz91 -just base mesh so far-, you can find the concept at his thread!
Concept by Shock
Interesting way of creating the midriff by combining the skin with the top. Totally digging that hair style. Personally I would suggest more organic materials overlaying the outfit, it feels bare at the moment. E.G. Some big ribbons loosely tied from the belt area and flow around the skirt.
http://steamcommunity.com/sharedfiles//filedetails?id=240310485
(You made a ham )
A couple ribs sticking out might look cool too.
(btw, ignore the random part of the hair bangle sticking up, it's something weird max does with the skinning)
Just finished my first set with NFWar.
http://steamcommunity.com/sharedfiles/filedetails/?id=240420604
Dig everything but the shoulder piece which looks kinda out of place given the color scheme you've established. Also, the completely straight edge at the top end of it is not helping it.
Dude. It looks like crosshatching, how much of that detail do you think is gonna show up in reality? I think you should reduce that damage detail by about half, and increase it's strength by 2x. Look at Motenai's stuff, he's really got a great grasp on it.
cool man, I am sorry if I came across mean; I always do online =P That's why chemical does all our posting lol