You can generate a curvature map from your normal map in XNormal or Substance Designer as well as Knald. You can also bake a curvature map in XNormal. The reason why you usually would want to have a curvature map is because it helps you create wear on the edges of your model and dust and dirt in the crevasses, so you…
Did you ever want to share your nodes across all blender files, and feel it is messy to do this in a right way, here is why Node Kit coming in. Node Kit is a convenient way to manage your nodes in Blender. You can easily save your nodes in a global preset, and then restore it to any object later on even in another blend…
Hello Polycount! With me finishing the Tesla's Laboratory project, I needed a new project for the portfolio and for further practicing. I knew I needed to get on with level kit art, so I figured, why not do a Unreal Tournament map. That's what I did. I started making a UT map aimed mainly for Deathmatch and Duels, maybe…
Hey guys I'm selling my MODO 901 and NPR KIT 2 Licence for $1500 USD and I'll pay the transfer costs of $100 If you are interested please contact me at acsvaughan@gmail.com Thanks
I agree with LRoy, I mean, everyone has their own workflow. Personally it takes me a lot less to get the basic shape in zbrush than any other 3d software. It's just a matter of what you're used to. @Urbonov: Do you use the dam_standard brush? I rely on it a lot for the lips (I guess you could use your own brush anyway)…
Looking groovy I love the shot of him scratching his head with one hand and looking at his massive claw like he's trying to work out what the fuck to do with it- he does have a lot of personality The only real critisism that I would give is the flesh texture- there's no clear lightsource, which makes the muscles look too…
I've been reading through the UDK forums and noticed a lot of people were complaining about the lack of content included with it (ungratefuls). Anyway, in an attempt to help out my fellow programmers and non artistic folk, I've decided to share my hi poly bits so people could use them for baking low poly models. Anyone…
Like the titles says. How do you handle eyelids? Particularly for next-gen, realistic characters, with a focus on fidelity of animation and expression. Do you sculpt with eyes closed and let the riggers sort it out? Eyes open? Best practice for topology? All of my work has pretty much ignored the issue up until this point.…
Curious how to sculpt this base mesh to look more cartoonish/stylized. some of you probably already have an idea what I'm trying to go for if you've seen my previous posts. Base mesh: Some screenshots of what I've sculpted so far, I'm thinking about starting over (I forgot to use morph target when I started). Some of my…
So would it be possible to submit a separate hitbox for the new shape? A: no, our game does no use hitboxes for calculating weapon hits/blocks, we use tracers attached to bones which cannot change per weapon class. if you can find a type of weapon that fits relatively well with the shape yours uses than you can fudge it a…