even though i do appreciate these screenshots, especially when i was trying to learn, these types of images i feel are particularly "bad" when dealing with the thievery tool ".a.-i.-" they could probably replicate your exact model now an i know already "they've" been lurking the forums. Otherwise here is a video:…
WhiteEagle: nice 1! Mauricio Cunha: there´s no real shading in your textures. shadows, spec, color variation, all this is missing. especially if your have unique uv´s ParoXum: looks cool i feel ashamed to spam you again but hey.. there´s something new going on in there :poly121: ## screenshot from max ( max2008 ) with…
Hi, I'm Jose, a 3D artist specialized in props and environments for games. I've worked with UE4 and UE5 pipelines and feel at home with industry-standard tools for real-time art. I love crafting realistic assets but also enjoy exploring stylized art. Lately, I’ve been diving into Houdini and programming to expand my…
well, 'losing your artistic voice' is kinda up to the artist. Personally I like asset packs that are not very unique and granular enough to add to my work; filagree, alphas. If I can't find something that works I'll just make my own tools, just like when I was a blacksmith many years ago. There's a lot of shoddy asset…
@Gazu , thanks a lot for the comment. Judging by the quality of the models on your artstation, it doesn't look like you need too much help in modeling hard-surface... :) But yes, I understand, Zbrush can seem a bit crazy to those of us used to modeling in our traditional 3d packages. I've been using ZB for organics for…
I see. Nevermind then, thought it was some magical new thing that took your mesh and unwrapped the stuff all nice and neat without having to manually do it. hehehe. I too merge all my objects into one editable mesh or poly and unwrap. Speaking of unwrapping; There's got to be an easier way than how I do it. 1) I finish my…
[ QUOTE ] "joined double-half bake" = ? What tool are you using the bake the normalmap with, and how are you getting the model into UE3? I'm wondering if UE3 is using the vertex tangent/bitangent data from the normalmap baker. If you're using UE3's own baker tool, then I'd guess that it's using the tangents. I've never…
Nah, the 2d tools came out after we started working. Most of the tools we used, we wrote ourselves. We might at some point actually put some of our stuff up on the asset store... but don't quote me on that, it's not that easy to turn production tools into tools that work for everyone and everything :) One of the coolest…
I have found a solution: 1. export the texel density map from RizomUV 2. use it to mask areas with variable Td in Painter 3. use a filter Height Adjust Now to properly set this filter I export a simple plane with all texel densities in my project: say I have 5 different Tds - then I divide this plane into 5 areas, unwrap…