The poly count is around 8000 so far but that is because many of the faces that can be planes are not. because i want to sculpt in mudbox.take it a lot back down after sculpting with the normals. and even less once i get to using alphas. building over a female human model. considering if it have been more efficient if i…
I'm not sure if you guys support Legacy at all anymore, but I use both Legacy and Suite - Legacy is now using my blockout map as a cavity map and is also transferring the blockout details to my specular map. Is there something I'm doing wrong here? I've attached what my model looks like after running the initial project.
Hi The challenge i have before me is that i want to make a table. And i have laid out the UV's in a way that i can get the most of the UV space. This means that the two sides of the table are rotated differently in the UV map. The result is this: What i would like to do is rotate the direction of the left side to match the…
I will add the bag yeah, I started modelling it but there's another concept art that confuses me on how the bag should look and work in 3d. As for the area under the belt I tried to look for real life references but it might make sense to add more volume re-looking at the concept art. Thanks for the nice words and the…
So here's the fixes that the guys on Slack helped me with. In Maya, add divisions using quads. Before triangulating, lock the normals and switch the shape mesh in Attribute editor to Angle weighted (Mesh Controls > Vertex Normal Method > Angle Weighted). It should bake fine after that. I probably will not get the chance to…
Couldn't find any information on this. But from there demo video it seems you can polypaint your colormap directly in zBrush. How do I get the swatches into my palette? Thanks