Yeah you dont need to remesh your zbrush highpoly for texture baking. You only do that if you need extra detail on the hipoly and cant get it at its highest subdivide in zbrush. If you want to bake details from the zB high poly onto a lowpoly version of your model you can do that in Maya bit that would mean opening the…
* Your annual gross revenue from creative work must be less than 50 000 EUR/year. * You may not use the license on any project valued over $100,000 USD This is just another bad joke from Autodesk! How does a company "value" its project? How does it know it will make more than $100,000 USD? If they undervalue their project…
Make sure there is no hard edge there as musashidan mentioned (vertex normals along the seam are not split) and make sure the normal map is in perfect 128,128,255 flat color and there is no gradients in blade part. There are shouldn't be any based on your mesh. Ps. There is no perfectly flat normal color obviously since…
Wow wow, here comes the 'love' All I was trying to say that he should have some variety in his portfolio something like this http://orbart.free.fr/index.php?Gallery=105 No need to teabag and vilify me. Everybody has different experience and I was simply speaking from mine. I had bad luck when it comes to mods. And my…
This is something I'd like to know about, too. I'm far from the only one who would have any interest in using realistic firearms in several videogames. Be they the designs themselves and/or the actual names. But to make matters worse, I'm far from a weapons expert, let alone well-versed in the legality behind it all. I am…
I haven't used the image ratio setting in awhile; I find it simpler to pack my map in U -1 to 1 and V 0 to 1 (so, the normal UV square plus the one next to it). Then when I'm going to export, I duplicate/merge my mesh and with origin action center, scale to 50% in U and move +0.5 in U. Done. Although now that I think about…
@5rov Thank you! Darn, maybe this link will work?https://www.artstation.com/isecgiga0234 Alright, I see what you mean. I'll go back and make those changes. I was going towards a more realistic approach but I might stretch her proportions to how CD project red did it in the Witcher…
@Yoji Hey man, what I would suggest is creating 4 or 5 cards. Lay them out to create UVs. Then duplicate. I guess that is future reference unless you want to recreate your hair. With all your hair cards in place, you can attempt stacking the UVs on top of eachother. Here's a breakdown which I found very…
Hi Crystal_Ant, Thanks for the compliment! Your walls don't all have to be the same size, they just all have to line up on a grid that you will specify inside of your 3d program. Just pick a number like 1 meter or 0.5 meters in maya and make sure that all of your walls line up on that grid :) Yeah, you can check inside of…
main building base texture done , later i will use vert paint and decals to make it more interesting i will now for a change start working on cliffs and vegetation later i will work on interior and background building. Also i did a quick bake with directional light with 0.5 intensity and skylight with also low intensity ,…