I look forward to trying these out. Substance Procedural Textures: This looks to be the most promising of the featured updates. I already work this way with standard procedural materials and bake them out as a base to start painting on. Having a more fully featured material that focuses on the things I normally duct tape…
heres a tutorial showing a workflow i developed for creating perfectly tiling meshes in zbrush for things like cliffs that are baked down onto low poly meshes that follow the normal maps mesh http://osart3d.wordpress.com/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/
add a second, unique, unmirrored UV channel and bake ambient occlusion, that will help making the whole thing feel more consistent and solid. stronger shadows will help too you have distortion on the middle part of the floor, it's way too clean too, add stains and stuff like that.
so got the retopo done with a mixture of Topogun and 3dsmax. The UV's as usual were a little tedious especially the packing which always take a while. The baking was going to be done Substance but then after getting the latest update it was being a pain saying something about Nodes and using too many licenses or whatever.…
Day 22 - 38 So. . . I've been forgetting to post updates (Ha ha, oops), but I've been slowly working on the sculpture. Because of the 15 bonus days I'm actually still on the free trial. I've got about 7 days left. Although, I'm starting to like Z-Brush, so maybe I'll keep it around on subscription mode afterwards. Since…
I am curious, I have been working on and there is quite a few areas of the model that I would love to have an opacity map for, I am just curious if there are any techniques or even a way to bake opacity for a low poly texture sheet, kinda curious because I have ran into this problem more than once and sick and tired of…
YAARGG!! I got cake! Thanks guys! It was a nice year, made alot of progress and will do my best to make it happen again this year. Since last year im going to start the tradition to save an img of something i worked on, on this day. every year i can take a look at how it was on that day, and how it is. Time for some cold…
Low poly + bakes + some base colors + specular/gloss adjustments. Critiques highly encouraged since I know I have trouble with texture definition (already having trouble with the body/legs...) PS: Should I pose Moto before I continue work on texturing or after?
So trying to make a model with interchangable parts, (legs, chest, head, hands and feets) and this is the start of the base model. so crits are welcome. Ps: always got some problems on the crotch wonder if this one is okay: Btw: polycount is 1262 tris so far. Ram