In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…
Im in the process of finishing up a level for my online portfolio and i wanted a flyby of the environment. I was wondering if there was a way to save out the render and output it as a quicktime or anything. Any other suggestions would be helpful.
ZBrush has a wrap mode you can use that makes this a bit easier. In 2.5D mode you hold tilde and when you move your mesh off to an edge, it wraps back over on the otherside. (9:00 minutes in) https://youtu.be/rNgs2DcAsF4?t=8m59s You can also set your brush to do wrapping on a mesh plane, so your strokes wrap over to the…
Holy crap, haven't checked your thread in a while. That cage construction tutorial is extremely helpful. It seems so obvious now. Am I correct in assuming that this replaces the need for fiddling with the ray distance calculator within xNormal? That eyeball is really looking solid, as well. I've been reusing the same eye…
Anyone have any ideas on producing the holes on the forearm? I tried a wrap deform, with a series of holes but to much deformation caused the holes to warp (around the wrist). I'm thinking I can smooth and try to build or just make them separate pieces... any ideas? The problem with separate pieces is they won't match the…
Thats is actually a great question. the answer totally depends on your polygon budget. some things you could think about are the following. - take the cloth whrap on her arm, is it sticking out a lot? does it change the silhouette? personally I would not model it out at all, UNLESS you want a different shader for it. - the…
MoP has a general normal mapping tutorial (some of the images aren't loading for me, so if you want, I can email you a zip of the images) Poop has a character based one Very nice so far. Couple things... The chest is looking really skinny inbetween the pecs and gut. His arms in general are looking too "bubbly". Maybe a…
Hey I have been doing the rigging the human face in maya 2011 and character rigging for production in maya 2011 from Digital Tutors. I have been trying to connect these two diffrent rigs two each other and have come across a problem. Iam using the wrap deformer to combine the head to the HeadBody. The problem is after i…