Ultimately, the output is to a normal map so Substance Painter has deprecated a lot of the work I once would have done using floaters and Zbrush sculpting. It really is a matter of a 'per-aseet' basis. The Zbrush sculpting pass can be entirely skipped to great benefit if the same work can be done in SP. Adding your normal…
First of, if you want to see this post minus all the text, node screenshots and with marmoset viewer for the 3d model you can click here to visit my post on ArtStation. [Introduction] Hello my name is Luc Zeegers, I am a hobbyist 3d designer & texture artist (I mean i just started but due to a lack of a better terms i'll…
Hey everyone, just trying to figure out how to get this bevel effect I want in 3ds max. Here is what im going for: (Done inside Photoshop) I have tried all I know in 3ds Max, but their bevel options wont give me that effect. None of the tutorials i have watched have covered that effect either. The problem seems to be that…
I need to transfer UV from initial low poly to dynameshed mesh from Zbrush . I usually use Data Transfer modifier in Blender for this . It sometimes does subtle mistakes around UV seams but usually it still works fine for further detailing in Zbrush . Gemini tells me 3d max got a massive update in 2026.1 version and now…
[ QUOTE ] I hadn't known that I could link the bones to the hierarchy before, and now that I have the mirrored arm and [/ QUOTE ] Well the 'hierarchy' of a rig is nothing but a bunch of bone objects linked together. If you create a bone chain, each new bone is simply linked to the previous one (or the one you clicked on),…
Final dress texture. Fixed the frills and worked on overall shading. Occlusion is too harsh in some places and overall skin tone would need to be paler based on the reference. Rigging I will have the final model in a pose with a floor, maybe even her inside a cage. Rigging is done with Advanced Skeleton. Initially, I left…
@gnoop It's not about game licensing and stuff, I'm trying to up my skill, so I care about precision. If I'll ever put it in my game - of course I will alter it. @sacboi Ummm... nae. I was reaching low hanging fruits for many years, I think it's time to rip off the bandaid and go hard. This project I've chosen specifically…
They seem to show up on my friend's computer. Dunno why. They look great with the textures applied, but the models seem a bit.... blotchy and flat from an angle or side. The noses are especially victims as they have no naval or nasel definition. Pay close attention to the curves of the nostral, and the little corner on the…
I waffle between wanting to do 2D work and 3D work for a living. It's been mostly 2D the last couple years, but lately I'm thinking 3D is a better choice for me, for a number of reasons I won't go into. Anyway, I've been using a 13" Cintiq for 2D work for a good long while, and I just don't like it as much as my normal…
A point cache is a model which has its animation stored as a point cloud. In a point cloud, every vertex has a position for every frame. Its like how Quake does its animations... no bones. Now why is this useful? Well, if your doing a crowd scene or a flock of monsters, you will run into problems having hundreds of…