Hey there. I'm working on a mod for a game engine. Anyways, it supports lightwave objects and an associated TGA file with a uvmap. My question is.. right now my textures are planar and I scaled and rotated to fit each leaf and trunk etc. How would I convert this into a uvmap (TGA) file that is associated with the object?…
Would I use a sculpting program and actually sculpt it into the highpoly model? Or paint using height in Substance Painter then bake it into my normal map? Or do something else entirely? Something similar to the image.
Hey guys I have a question regarding baking. Basically, I have this cauldron here which I sculpted a small detail into as a test and was confused as to where to go from here to achieve the low poly from this model. Do I duplicate and decrease the multi-res?
We have a female character that needs some fashion clothes made based off our
sketches/references. The models will need to be roughly 5-10k tris based on complexity and the maps required are diffuse, normal and spec. The character file that we have for you to work from is in 3ds Max but you can use any program you want as…
Hey I was just wondering if anyone knows any excellent tutorials teaching the process of creating a high poly model and then getting the normal map from it for use with a low poly model? Ideally using mudbox and 3Ds max. Cheers in advance
Hey everyone! Nfinite has recently expanded its 3D division by launching a new branch called Physicl, dedicated to 3D projects. We are currently looking for talented 3D Artists to join ongoing production work. You will work on creating and refining 3D scenes (sim-compatible exteriors and public spaces). Work is based on…
As you can see by the pictures below, my normal map is being rendered incorrectly (using the maya software renderer). The red area shouldnt have that noisey texture. The material bump node is set to Tangent Space Normals so im not sure whats going wrong. I baked the normals in Modo. Any idea whats causing this?
Hi all, I'm curious on what applications folk are using for their terrain systems for games these days. Ive had some success with GeoControl and Mudbox and I've used Terragen and World machine in the past for generating heightmaps for game engines. Is there anything I'm overlooking that is a must-have for terrain work?…