ive been working on this couch
and i guess its not much howver all the same id appreciate the feedback
i dunno i thought that it might be too plain or the details weren't properly defined or something
i wanted to put it in a cafe, like a coffee shop for an animation incase the purpose was important
i was thinking about turning the textures into an alpha mask and bumping out the leather texture but maybe that isnt necessary and maybe that would destroy what little texture definitions i currently have
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however i attempted to add some more details in increase resolution on the texture map thing
zbrush kept crashing on me for some reason, never seems to crash when im painting with it only crashes when im sculpting with it
if im making something like a comic i feel like ive got some sort of streamlined process
but when im doing this 3dwork i feel like i dont have that streamlined process and i feel like that's really slowing me down or hindering me somehow.
generally what i like to do is texture the model with spotlight and then create an alpha map with that texture map then use inflate from the deformations palatte to sculpt out all of my tiny texture details
however i think im having some sort of scale issue here.
i thought it would be best to attempt to model everything to scale that way if your putting it into a game engine or combining it with other models you wont have issues with scale. however if the model in zbrush is too big this inflation method doesnt really work cause the effect is too small to be seen on such a large model
not certain how to accomodate for this.
when i generate these normal maps i get some wierd lines here. dont understand how or why they're being created, the crease in the geometry isnt that broad the smoothing groups there are the same why is that crease in the normals so heavily defined?
... hmmm maybe its got something to do with my pipeline ....
the pipline i was trying to implement was like
build lowply model in max > UV unwrap in max > sculpt and texture in ZBrush > remove lowest subdivision in ZBrush preserving the second lowest subdivision in order to get a low poly with higher definition in geometric topology > port it back into 3ds Max and apply textures exported from Zbrush onto the new lowpoly in max
i think an issue im having is when i take out the lowest subdivision to get higher definition in the topology that farts everything up i get skewing texture maps and wierd creases in the normal maps and stuff like that
so with this kind of pipeline how would i get a higher definition topology without messing up the textures or UVs or anything like that?
[ame]https://www.youtube.com/watch?v=_yaE9QpkX5E[/ame]