Mesh + normals map causing 'hard' seams on every curved face on curvature map Hey there everyone I'm having a problem trying to bake my curvature map for part of a model. I noticed this with Painter, but as near-enough the same thing's happening with xnormal's baker, I figured technical talk is the more appropriate place.…
Hey! Thanks for the quick feedback.To clarify: * I am using 16-bit depth normal maps, exported in PSD format. * Regarding the World Space Normal map: I do use it as an input for a specific diffuse plugin to improve my texturing workflow. * About the seams: I definitely understand that a color shift at the UV borders is…
Started looking into face topology recently up until now I've mostly modelled props, so it was a bit of a leap. Any feedback would be great, especially on the topology
Hello, i want to create a warrior around and i am just starting with his face, the reference i have been using are from males between 40 to 50 years old. I feel there is something odd in his eyes/forehead area, feedback would be very helpful. Thank for your time!
Hey guys, I want to make a mask/ face accessories for UT3. I downloaded ONE of the iron guard UT3 males as a .fbx file that epic made available, but how do I ensure that what masks I make (In Maya) are scaled correctly for other in game characters, especially since I cannot export from UT3 editor or UDK back to my own 3d…
Has anyone come across a script like this? I find myself selecting every other face or edge in an edge loop quite often. Looking for something similar to the pattern selection tools in Modo. Thanks!
I tried to import my character in unreal engine 4.25 but some faces were missing or not showing. but the model looked perfectly fine in other software like maya, Substance painter and marmoset toolbag. I tried using 2 sided lighting but it didn't help. I need a solution for this very urgent, please help !!!!!
Hello i have a question regarding my sculpt (or rather the workflow of it), this is my very first face sculpt but as you can see its not quite finished. I have been working on this for approx 200 hours now trying to figure out how to form the human face / head, However after working on it for so long its difficult to keep…
Hello, I'm ComradeJ. I've been modeling low-poly things for quite a while now, but I only recently ventured into high-poly models. I'm kind of stuck now with the face I was working on, it's eyes look especially odd. I was wondering if any of you would have any guidelines or tips that I could use. I'm sorry that I don't…