really quick and dirty normal map bake test at 4098. just an atlas projection, about as inefficient as could be. Have to sort out smoothing groups and of course make real UVs then exploded geo for the bake. But I'm pleased how the normal map is picking up the bevels and insets at this resolution, it'll be even better with…
I don't know about what looks more professional. But in my opinion ArtStation is more comfortable to use, I can glace at all of your artworks in a second and assuming I'm a potential employer I can quickly get in contact via the "Hire Me" button. Maybe consider editing your website to have similar layout? Anyway your…
hi, i have a problem with combine to objects. one uv layout is not more there. but i have it now. -look in the "UV set Editor" normaly there is an "map1" set, and + other names of sets. but some of my objects have no map1-set, but other names. i coppy all objects to an new set, named like you want. delate alle other sets.…
Also, you can uncheck Normalize Map in the unwrap before projection, so each projection is in real word size, and not trying to fit the 0-1 square. This way, all your projection are homogeneous. You can then layout roughly the uvs in a square and scale to 0-1 square when you are done. Same stuff as check "real-world map…
I somehow like hte layout, but one point on it: it doesn't fit fully into my browserwindow in height (1050, Widescreen not that uncommon I guess), but got massive free space to the left and right side. May I suggest that you Arrange it that there is no scrolling needed at all? Another point. I don't know what whats_true…
Some accuracy issues. Nobody ever seems to realize that almost all 1800s revolver frames taper towards the front (wider at the rear, narrower at the front). There should also be some subtle curvature across the width of it all at the back (where the hammer is). The grip should also taper such that it's wider at the bottom…
Not really sure if this is the best way to get a subdivided mesh out of ZBrush, but I'm getting decent results by using: 1. Sculpt in Sculptris 2. GoZ to ZBrush 3. SubTool > ReMesh All with 1024 res 4. ProjectAll 5. Subdivide 6. ProjectAll again. 7. Export OBJ to Mudbox. 8. Mudbox > Import 9. Mesh > Reconstruct Subdivision…
hey man you have some very nice work in your folio as it is right now. i like the sites layout, its very easy to navigate for me. for crits, i think you should either repose and re render the psylocke model you have or take it out. For me its taking away from the quality of the rest of your work. Really really like the…
Character sets and Trax wont help. With HumanIK you can pretty good transfer animations between diferent biped skeletons. As it comes to custom rigs, what I do is to create a skeleton that matches all the controls of your rig (duplicate the rigged one), constrain your controls to this skeleton, and then transfer your…
You can bake textures on a new uv channel of the same object in the RTT, you don't need 2 objects and a cage (except for transferring normal maps). So take your object, create a new uv layout on channel 2 for instance (or copy paste an unwrap modifier from the copy object, since you have 2 objects ?) Open RTT Under mapping…