If you are texturing in Zbrush you painting directly on the polygons in 3D space. There are a few ways of texturing in Zbrush. The most common ways are just painting with the sculpting brushes set in RGB mode or by projecting photo textures via Spotlight. There are two ways you can use this. Method 1 is to paint on your…
Max's RTT tools have gone to shit, they where never all that good to begin with but now that they've ripped out mental ray you can't bake half of the maps that you previously could and they aren't anywhere closer to allowing you to bake other maps that you need. To top it off using RTT leads to garbage collection and…
Just to make sure what I'm going to write is relevant - could you share some screens? -A closeup of the clock, no textures or wireframes, just the model itself. -A closeup of one of those striped horizontal/vertical patterns, just the model, no textures or wireframes. One thing to take into consideration when making game…
This is fully build by hand (either using a dedicated retopo app, or directly in one's main regular 3d app), and triangulated before baking and for final engine use - because it is required for an acurate bake with glitch-free shading. That's all there is to it :) Note that in the case of very simple props like this, it is…
Hey Polycount: I'm working on several visual issues that are occurring with our game, The Maestros, as we're barreling down to our Alpha Build for USC Demo Day Sneak Peek 2013. I will preface that I am a Character Artist by trade, so I readily admit there is a lot of UDK and environment art knowledge I lack at this time.…
Okay. So soft edges can be split up too? I also need to think about what somebody will see most in the model right? For example in this one, they would see the outside 4 polygons and the inside 4 polygons. The rims of the model will be seen the least. Also, previously you listed this as in the steps I need to take when…
You've already heard a handful from me elsewhere so I will only mention new things based on the extra information you have here :) Hopefully others will chip in. So the big thing that jumps out at me is your remark about making a production quality environment. Of course, that varies depending on the platform, but I'm…
Hello. I've been transitioning to Marmoset for baking and have built up a very large scene. Currently it has around 80 bakers and a similar amount of materials with normal maps and I plan to have more. Generally having a scene this big is no issue, there's very little lag in the viewport whilst moving my camera, marmoset…
Solid body of work, though something that really stood out to me was the funky reflection off the water in the shot looking directly at the lily pads. Not sure if that is something you have control of, but either the water shader or the reflection are muddying up the reflection in a very non-natural way. If this is…