That waviness is normal for cylindrical surfaces. It's because you are baking a perfectly round surface down to a few polygons which have a much more angular curvature. The solution is to increase the number of sides on your cylinder.…
awesome collection! is it possible to get something like this uv match but for actual vertices? Snapping it to the closest vertex. Also either selecting the ones that don't find something within the distance so you can project them onto the surface of the target object or doing the snap onto the surface within the tool…
Just a heads up about the Surface Pro 3. Just saw this. Adobe Photoshop CC 14.2.1 x64 - runs (requires N-Trig Wintab driver) Pixologic Sculptris - no pressure ZBrush 4R6 - no pressure From http://surfaceproartist.com/blog/2014/5/29/surface-pro-3-what-runs-what-doesnt
These lighting problems can come from randomly from : -having bsp surface -spotlight (too much of theme can cause strange behaviors) -emissive surface making lighting Unfortunately, it's not to a perfect solution to get rid of these things (especially the spotlight). Sometimes you just need to rebuild again and again to…
Did a quick paint over to show you. It helps your shapes pop more. I also did a soft airbrush around major shapes to fake a bit of AO. This will help create the illusion of depth a bit more too. Have your raised, flat surfaces be the brighter areas and your slanted / receding surfaces be darker.
Awesome work dude! I love the tangent space joke. Would be great to see some breakdown or wip images. And the only other thing I can say about it is that the legs of the robot seem to blend in with the rocks abit, some algae on the surface of the rock might help define the surface more. Again awesome job :thumbup: .
Agreed. Looking good especially the computer. You do have too many edges though. Some of them just run all the way around when they dont need to. The nice thing about hard surface game meshes is it is really easy to terminate edge loops on flat surfaces, no need to carry them all around!
Ahhh this is awesome!! All of them look amazing, especially the hard surface parts! I'm curious about the cleanup process you used on the hard surface pieces. Could one of you possibly talk about the methods used? Was it a standard 3Ds Max to ZBrush and then back pipeline or were some of the models done fully in ZBrush?
Hi guys, how are you doing retopo for low poly mesh? I use a quad drow in Maya, but there is a problem due to non-flat surfaces. This leads to small gradients on the normal map. When I do the traditional method, I have remained low poly (first level subdiv) with a perfectly flat surface.
creep is similar to the retopo tools in polyboost. It basically extrudes edges/edgeloops while wrapping around the surface so if you have one loop around the arm you can select the loop and click creep a few times and it will extrude all the way down to the hand or you can just extrude edges along the target surface.