If you need to take creases into Zbrush one way that's simple and works in any program is to apply the subdivision (i.e. Mesh->Smooth) at several subdivision levels, export it as .obj, import into Zbrush, and rebuild the subdivision levels there. Personally I can't imagine doing this type of thing without my F2 Blender…
ok, well, the normal mapping thing is simple yet complex.. (woo always wanted to sound wise and mysterious :D ) the really complex bits you don't really need to understand right now, the basic idea is it tricks your computer into thinking the surface is more complex than it is, this image shows the workflow. 1) basically…
It's a matter of where you want to render it really or what engine you're going to use it show your stuff, it's basically an issue of Tangents (the math which tells how the Normal Map will be processed and shown) so you will avoid seeing any nasty seams. A quick idea on why people do the splitting thing. As for the…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
Okay, so the 2 light to 1 light thing in conjunction with smoothing groups seemed to fix my weird shadow oddities. Onto my latest question: What's the best way to import 3Ds Max low poly models into Zbrush? Is there a way to make zbrush recognize the Smoothing groups so you can sub divide without screwing up the model? The…
I'm looking for someone to make some 3D models based off some Starships from The Orville TV Show. I would like to start with one then commission more work if it goes well (total it would be around 5 models). I would like these in .obj format. These don't need to be super detailed, just usable in a game. The "Krill…
'You should never do that' is just high drama. He probably heard that off someone else who heard it off someone else, never questioned it, passed it on to you.........and the myth was born..... You can scale your objects at any stage in the process. Just reset the xform/collapse the transforms and you're good to go. It's…
For the flag and imported the rod into marvelous designer and made a simple hanging sheet. I wanted to make the rips and tears on an alpha card so that required that I go and utilize the Transfer Attributes option in Maya. A quick break down on how that was done: Marvelous Designer exports their .obj's tessimated. I wanted…
You need to solve one problem at a time. You are making clean, hardsurface models. Meaning that you cannot hide anything behind rust or random detail. It means that you need maximum accuracy between what you do in 3d, and what you are exporting/seeing in your game engine. - First off, the normals generated by Max using RTT…
Yeah. I should have explained better. Scan Store provides full body assets. They come with a 5 subdiv level Ztool and the following maps: color, normal, roughness, specular roughness So the geometry is not baked to a displacement map. You wrap and transfer the geometry details to your own model and export the displacement.…