Hi everyone I've been trying to solve this problem for almost a week now with little success, as far as I can tell something must be occurring with the Unreal editor that causes me to have stepped shadows in my lightmaps & I think it must be happening during the import process: The only time I'm seeing a sphere such as…
Hi. https://www.artstation.com/afsoft I just need your comments about my portfolio. what do you think about my skills? what is the next step? thanks. i have to ask, do you see any future for my production? as a cinematic's artist, what should i learn? what is the big step before the big jump? i hope the topic is in the…
[Warning - Noob question!] Hey again, I postet a topic some hours ago when I asked which are your favourite programms. So I startet too, creating a low poly space ship as a test model. Not perfect, but I like it for now ;) I also added the files (one .blend for blender, one .3ds export for 3dsMax). Bit confused about what…
Hi everyone, I started a drawing class at a local college I attend. The problem is this class assumes that since your major is Fine Arts, you already possess a drawing ability which isn't true in my case. We started with line drawing of still life which is kinda a pretty huge jump for 2d noobs like me. I still have trouble…
I have a high res mesh in zbrush. Using xnormal, I baked a 16bit tiff displacement map from that model. I then imported that displacement map into zbrush as an alpha, and used DragRect to draw it onto a plane. The result looks great, except for fine detail stepping all over the model. Does anyone know any way to fix the…
So I can't for the life of me figure out what's going on - Modeled a simple high poly cylinder and low poly game mesh in Maya 2015 and 2016. Exported and baked as usual in Substance Painter and Xnormal; I'm getting stepped artifacts in both programs. It looks perfectly fine in the substance painter viewer.. have a look:…
Hello all! I've been having to do a lot of object transformation animations through 3D studio max, and while these work fine in Max and Unreal Engine 4, I've run into the problem where my keyframes from Max are being interpolated in Unreal Engine 4 when I don't want them to be. IE I have an object that basically transforms…
This happens quite often, things are working alright. Then one day you open the substance file and you have stair stepping on your normal maps. Any way to fix it without changing the file?
Is there a course/workshops/tutorials in depth where is shown entire process for creating hard surface or characters for games or movies? I want to know all the steps. Because i don't really understand what to do next after modeling in Maya or sculpting in Zbrush
Can anyone tell me how I can move in a walking pose and then halt for some other gestures around the characters body and then take a few more steps afterwards without the mesh moving towards the location key frame for the next set of steps while it is supposed to be halted conducting other gestures?