https://www.youtube.com/watch?v=Qm442gEhYYI Finished rigging Mera! Took a while cause I had to build shaders that work in Maya`s Viewport 2.0 and an atlas system for the wrinkle maps.. The goal was for the animators to be able to preview the model with the same quality as in Unreal Engine. Tech details: - F.A.C.S. Based (…
So thought i share how the render come along. Now here is how it turned out and I will say I already got some feedback and will fix it but thought i see what else I could get. This is feedback i got. "can see you have used a grungy, much more yellow saturated texture for the teeth. I can see some height values taking…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
I guess you missed the conversation Merle and Daryl had where Merle mentioned they were planning to rob that original camp at the Quarry and leave. After Merle was locked on the rooftop though Daryl just merged with the group.
Hi i having some issue with 3DxChange and iclone , i don't know why , when i apply the character to iclone in 3dxchange, all the accessories and prop are merged with the body in only one mesh. My Character is from Character creator and i brought it in maya to modify some stuff and brought back to iclone with the help of…
I've got a bunch of photogrammetry scans I made using Autodesk ReMake. I have put them together in a scene in Blender. I have built up some additional meshes around this composition to fill up the bottom so it's not just a bunch of flat planes overlaying one another. I am trying to merge everything together into a single…
Current blockout progress for the chosen character concept I'm doing. Added some additional elements based on The Hunter from Bloodborne. And went back to sort out the topology of the previous outfit. Sorted out the t-shirt and pants, merged the pieces together, and transferred the details for a cleaner high poly.
Dear all, please help with the correct workflow. I have a character created in Zbrush for a game with multiple subtools which are cloth details etc. So definitely I need it to be one mesh with low poly geometry. What I'm doing now it merge all visible subtools to one mesh then dynamesh it to 3-4M vertices. Then zremesh it…
I baked out my normal, AO, and height maps from hi to low poly in Marmoset. Now I've' imported all my meshes into a single Substance Painter file using an FBX and I could apply each of the the individual AO maps to the AO map layer or I could just add them as an additional layer for the diffuse texture layer. Any reason to…
Hi Eric, thanks so much for the kind words and for taking the time to look at this! First, I want to thank you for creating those sample assets - they were invaluable as benchmarks for testing the importer throughout development. It's been great having high-quality reference models to validate against! You're absolutely…