The polypaint density feature in Zremesher: then there's this method(from the Zbrush docs) ZRemesher has the ability to retopologize only the visible portion of a partially hidden model. In this case ZRemesher will automatically maintain integrity with the hidden portions. To accomplish this, ZRemesher can use two…
those are what you want--they'll be green until they are hooked up to a SceneCaptureActor or a SceneCaptureCubeActor (each wires up to RenderTarget2d or RenderTargetCube respectively). I might be slightly off on the names, as it's been awhile. Anyway, those two actors are items you place in the scene itself. You can select…
Played it, did the survey. Really enjoyed it, but here's some thoughts: That intro was a real bummer. very long and no where near the art quality or interactivity of the game. Seems tacked on as though the gamer "needs-to-know" all this information they don't. "Hey here's all these character and things going on, wait…
jimmypopali: yeah, I have ideas for loads of alternative 'components' to alter the behaviour. I don't want to go too worms though, I want it to be a different game rather than 'worms but without multiplayer' mike: hmm, I don't know if you have time to comment further, but it would help to know which targets are causing…
so... FUCK YOU 3dsmax!!! FUCK YOU IN THE ASS! I knew I should have done this shit in maya.... theres a reason everyone uses maya for films. its this: max has no real way of referencing characters. That means I'd have a master file for each character that is referenced into each scene file. That way I could update the skin,…
The issue you are having comes from ray missing error your baker does . When low res surface probably folds into itself or having narrow gaps and no way to separate parts telling what specific point ray should see/ stop at and what shouldn't. Possible solutions: 1. More low res shell encompassing the thing around having…
I have started working on the orc modeling on the Zbrush, This model will be used in an animation sequence something like that of warcraft fight cinematics. I'll call it an over ambitious project but non the less, its a learning process, so lets see where I end up. This is what I want my model to be like,…
Hello ! Well, Substance Painter will never be the actual target environment for the model to be displayed in - an actual game engine will be. Hence I personally see no point in giving *any* attention to the way things shade in Substance Painter (outside of making sure that the generators behave as intended). In other…
Usually any affordable screen calibration device when you try to calibrate for sRGB suggests you to make your screen 100-120 lm2 . Usually like 3 times less nuke than your screen can . With higher target values you need somewhat expensive pro level calibrator and quickly dying sensors while affordable one just can't work…
Hi! I'd note that some edges on the finished asset look quite sharp. I would make sure the highpolys' bevels are wide enough so they read nicely at the intended viewing distance (first person, third person, top down?) and show up in the normal map at the targeted resolution. Based on those aspects you sometimes might have…