Having looked at your PSD, the problem is due to your hand painting where the colours are far more blurred/faded at the edges than typical anti-aliasing between colours when baked from a modelling package would be, no doubt due to the level of 'softness' applied with your drawing tools. Don't forget the colour influence is…
I wrote a similar script to the SlideKnit one, for Maya. It's pretty handy for stuff like this. Personally I think doing it by hand is quite a waste of time if you have scripts like this - you can simply model a basic shape, use Array to get everything aligned and duplicated nicely, then wrap it down to the final shape.…
Old handle model. 2170 tris . 2k texture Basemesh made in Maya, High Poly in Zbrush. Baked and textured in Substance Painter. Sketchfab viewer included model
I've been working for a while on a video game company in London. A few months ago I got promoted from being the main artist to become the Lead of a whole department, and as time passed and the company started to grow, everything changed as well. The last months have been quite hard. We are working on multiple projects at…
Hey guys, I've been wanting to do this project idea for a while now. I want to mocap dancing and maybe do facial mocap as well (or animate the face myself) (I have an iphone I could use the iphone facecap for face) but I was looking into the full body mocap suites, and I seen Perception Neuron, Rokoko, and some new AI…
cupsster, extremely important. For baked lighting it's the difference between looks awesome, or looks blobby/low res/unshippable light maps. The rule of thumb we use is if the edge is hard in the normals of the model you must cut that edge in the light map uv's to allow a clean separation between the light map edge to…
1 - The key is to clearly separate design tasks from execution tasks. Any workflow that does not take this difference into account is bound to be inefficient. 2 - You *should* get into sculpting, but not with the hope of producing "clay" hardsurface models that can compare to traditionally modeled hard surface models,…
Really nice man hand painting work! Something I find hard about hand painted textures is conveying what material objects are made out of but you're doing a really good job with your crossbow, sword and bag. Keep it up :)
[ QUOTE ] [...]mostly because of the ability to lock feet and hand into a certain positions and I've gotten pretty good results so far[...] [/ QUOTE ] I've never understood Biped's way of handling this. There are like 3 or 4 different types of keyframes for the feet and hands. On a custom rig locking down the hands or feet…
Just saw this speed sculpt, and the guy was able to display control handles for the move brush. How is this possible in zbrush? or did he use a plugin?