Hi. So I have this face model divided into 3 polygroups in Zbrush, so the lips don't project on top of each other when baking normal map in SP. Until now everything is fine but I want to pose the face in Zrbush and in order to do that I need model to be homogeneous. So I welded all the points on polygroup bordeds…
Need some guidance and assistance. I created a 9 sub-tool mesh in Zbrush that I exported each sub-tool and UVd individually in 3D-Coat. I produced my maps and then to found out in SP I can only bring in one mesh at a time. I would prefer to have the entire mesh in SP. I did some reading and research and I think what I need…
I have been having this problem where I am losing detail each time I move to another program. UVs are done quickly with uv master in zbrush and then put in znormal. I did not create a cage for this project but i did for the last one and the same thing happened. My project before was losing detail in SP just like this one.…
Heyo all, So I imported a file into substance painter using FBX filetype. Everything worked pretty good except that some of the texture sets UVs got messed up or completely greyed out. I can't paint on the greyed out ones, and a small bit of one map didn't transfer so I can't paint on that either. I checked the fbx file in…
On this subject: I haven't been able to find a solution that does live update for my use case yet. - Unity has one that link itself with Maya, but assume you use the default Stingray PBS shader in Maya; - SP has one that link itself with Unity, but assume you use Standard shader in Unity. Unfortunately to get Maya and…
The seams in your UE4 screenshot is barely noticeable. You are correct, once you apply a diffuse map , you won't even notice the seam..so I won't stress out too much about the seam "issue". In short you are indeed being too picky :pensive: Other things you can try, bake to 16-bit image file. Take that into photoshop and…
Oh man, thank you so much. Everything makes sense now!! -I watched an SP video on YouTube where the guy makes and exports a dedicated Mat ID version of his model (using a whole bunch of ID's). I did wonder why he didn't just put them on the original ...this is why! (I did ask, but they didn't reply.) -The only small thing…
Soooooooo... How do I make my own custom textures for the coop bots...? Or am I supposed to pay through the arse just for those as well? Because I have to say, I'm not liking the store... At all. I beat the SP game (3 hours ish) and 100%ed it achievement wise, yet have a total of... One hat. Wow... Gonna totally rape the…
Hey there, a few things! @musashidan is correct. Personally I measure in tris, not polys, since it's more precise. So If you're making an asset like this for your portfolio, I'd say you could go up to 1000 tris (maybe even more). You should aim for little to no faceting on your model and see what tri count that gets you.…
Imperfections is what is making it perfect :D I dont like photorealism. All models are done by me from screatch. All textures are done currently in Photoshop, in very oldschool way. But since i got couple job offers with Substance painter as requrement, Ive started to learn it. Im split in half, i dont know every trick to…