Going to Necro this thread because I'm possibly working on the same art test. I'm trying to paint in areas using vertex colors, layered textures, and different UV sets. I've gotten this to work with the Diffuse textures, but when I do it for the Normal maps, they don't show up. It's either one normal map or none at all. In…
If he's built on the "Gen Mo'Kai". skeleton, and the proportions are equal, then you can just "copy Mesh peoperties" from a current Gen Mo'Kai animation, and then switch back and "Paste mesh Properties" onto your model and this will give you the same scale as the current (somewhat short) Gen Mo'Kai. However if his…
@Eric Chadwick Thank you for the feedback! I really get what you mean about the textures. I always wonder how best to group my UVs. I'll take this into consideration going forward!
Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
End goal: to use the skeleton to add muscles for anatomy study (almost like an echorche sculpt). I want to try this workflow to see if it would speed up my process of sculpting. I feel like it would force me to only work on the major forms before I am able to work on surface level/micro details. I find myself sculpting in…
I personally think a portfolio should be as simplistic as possible. It's good to separate it in different projects but I think you should just have big thumbnails instead of a slider. I didn't even realize you could click on the pictures to see the actual project until I read the comments here. I think you should get rid…
Ended up just building a simple modular kit. They're off the side of the road houses that players dont interact with, so I think it gets the job done and gives me variation.
Hello everybody, I'm experiencing an issue when I export displacement maps from zbrush. It seems that the software can't catch deepest details. Let me show you some images to be more clear: This is a close-up of the high poly in zbrush, but when I link the map in maya and try to render with arnold, what I get is this: As…