So I'm following this Pokéball tutorial (https://www.youtube.com/watch?v=PPq0QF2vbBg) and I noticed comments under the video about bad topology, so I thought I'd try to tackle learning that part early. I had this "clever" idea to cut off the messy top off the standard sphere and replace it with a geophere (they are more UV…
I think it is always a good thing to learn how it was made in the "old way" as you said, and after you have that knowledge definitely get the new tools like Substance Painter & Designer in your pipeline, because at the moment thay are the standards in the industry. The thing with Substance pipeline is that at the moment…
i'm still early in progress, i'm done uvmaping, the face,body,hair..the head is 90% done.. i just need paint her face better.. xD Next step is to make the armor and clothing..:3 i didn't bother so much with details on body..as most of it will be under the clothing anyway.. Made in: Maya,Zbrush.Cinema4D Texture done in…
I've made my first script. I've searched the help but really couldn't find a method to declare folders, how to make my ms script a mzp self installing file and so on. The sources I've read say different things (for example the path to place the ms file in). Any suggestion would really help me shed some light on the problem.
I made a sculpture in ZBrush with Dynamesh and I add one subdiv. After I finished the sculpture I deleted the low subdiv. I painted the sculpt and applied one Matcap. I want to bake a Matcap to a texture and i watched some tutorials ") about that, the problem for me is my sculpture don't have a low poly subdiv level what…
Hello everyone! I made a script that makes it easy to generate parts in a basemesh. You can find the script right here: https://gum.co/partacus https://www.youtube.com/watch?v=tfW0myPp7V4
Every now and then I have been asked to provide customers sample of my work by making 3d models to their specifications in order to "prove my worth". What do you think? I made a video about this. http://www.youtube.com/watch?v=D-VVSeqL-B0
Hi! I recently noticed that when you bake lightmap with directional light specular my shaders were not working as expected and noticed it is because the shader is not the surface shader type. Then I would know how to make a surface shader in the shader forge. Can someone help me?
I want to make a central town in my project that is made in the side of a giant robot arm or a crashed space station type thing. I want this to be large and I want players to be able to see it from any distance. Any ideas/tips on creating/managing such a task?
I'm using Blender btw. I made some leaves that I baked onto planes with alpha, then I put them all together to make a single branch and now I want to bake it into another plane, but I cant seem to save alpha that I initially made for leaves? Whenever I bake it just fills empty spaces with black color, no transparency.…