I would model it square with something like floor gen. merge all the tiles into 1 object and center the pivot. draw a spline along 1 of the courses of tiles to get the curve of the paving. make sure that you keep the start and end vert as corners and the middle vert as smooth.. that or a very even bezier. path deform the…
Hi guys, I have a texture atlas of loose dry grass blades and I want to combine these to a hay texture. I've loaded the textures into SD and thought I could use the crop tool for it and splatter all the different pieces randomly with the tile sampler. But here comes my problem - how to do this? After croping, obviously the…
Hey guys, basically I'm doing an FMP for my college and its about a game and basically what I have to do is model a character and so I did in ZBrush with about 2 million polygons in total with the clothing etc and basically what I have to do now is get the polypaint from ZBrush to Cinema 4D but I don't know how to do it…
I'm trying to simulate some nice clean cloth behaviour on a cloak with the cloth modifier of 3ds max 2012. The best I can do involves using the burlap preset, which allows me to get a clean animation with bones but is much too stiff. Anything less stiff doesn't seem to translate well to bones (I'm aligning bones to point…
Hi, I have this normal details baked from Zbrush. Problem is Normal details gets lost when applying a color So I guess, the only way to accentuate is to have separate colors on those details. My problem is how? I tried the following masking (1) Metal Edge Wear Generator (2) Dirt Wear Generator (3) Curvature Map (Direct…
Hello polycount. I started to learn some basic animation techniques. I watched some videos about character animation especially about walking and running characters. Everybody making running and walking cycles, I searched and I found something some people making this cycles for using it in game engines with programming…
Hi, my goal is to make a real-time female fantasy character from sphere without using ready base meshes so I could improve my anatomy knowledge and then go through the whole pipeline of character creation. Current stage: making a basemesh, anatomy study
hello so im a modeller working in a small group of 3 and im in charge of making all the enemy characters as the others are not modellers. the enemies will be demons and each will be VERY different and individual. our game will require up to 75 different demons and ive estimated each will take 3 to 4 weeks but this means it…