I have this shoe... But im having some issues on how I should handle this edge loop so it doesnt give me issues in zbrush. Should I A: Figure out a way to support it B: Don't support it, and just touch up the bake to be smooth in that area (But that wont really help me with future problems where I want that nice bake edge)…
Lobby - A Social Experiment It seems that in today's world communication with those around us has become ever more simple and "dime a dozen" social networks have appeared everywhere. Yet all of these communication platforms are missing something very important, to make communicating with those around you simple. The idea…
Long time since my last time here, I went to game jams and enjoyed being in develop groups, but I kinda let go modeling (cause I burned out all my energy on modeling everyday from scratch). I wanted to ask you guys, how often do you model? Do you follow any rules? (for example: I model EVERY day at least 3 hours) I admire…
firstly, I would like to share this video of diablo [ame=" https://www.youtube.com/watch?v=M3qx4RcoyLA"]Diablo III - Monk Sweeping Wind HD Runestone Preview - YouTube[/ame] My question now is, the PEs are 2D images, and we using Esenthel game engine's PE + timeline effect... But how do we achieve the effects as in that…
Hey! So, I'am researching a way to manage materials and textures for my team. I want something to pre-visualize all materials and the texture that compose those materials. The idea is to avoid, for exemple, duplicated textures/materials. Imagine that I have a group of people that is working on a city, how can I assure that…
Up till now I've been working in sales to get by as i tech myself for my career. But doing it full time is mentally tiring (I'm honestly not a social person) to where i don't feel like continuing my work at home. This mainly applies to commission jobs cause there's more pressure. So i have an opportunity to have a job…
Thanks for your answers! Wouldn't that destroy my initial sculpts then? I don't understand the point. Awesome! So I just export every High Poly Subtool and fill in the hp and lw in xnormal in the right order and it automatically bakes it to one map? EDIT: Don't mind the "right order". How? I just found the way with merging…
Are there any general rules of thumb for how many UV maps an object should have, or how large the maps should be? For Instance I am in the process of creating the LP of this p90. Should the whole gun be unwrapped such that it only takes up one UV space, and thus one map? In an Eat3D DVD entitled "the fountain" the author…
I would suggest applying a skin-colored material to the current model, and put it in the renderer of choice. Before texturing. To see how it actually performs. This should be done periodically during sculpting, not at the end.
Hello everyone. Basically I want to create something like this: These circular layers of the cloth on the spool. I tried using different noises but couldn't really get any decent results so I hope that you can give some suggestions on how to do this. Thank you in advance.