Time lapse videos show the workflow and larger scale problem solving, these videos are for people that already know the basics, and sometimes even pros that want to take a look at a different workflow. Step by step videos are just for learning the tool. Once you've seen someone model something step by step a few times,…
+1 ^^ A great read if people want to dive deeper: Self Shadow: Blending in Detail by Colin Barré-Brisebois and Stephen Hill. And a free tool to combine normal maps, by James @Farfarer O’Hare: RNM Normal Map Combiner "A little Python/OpenGL app for combining tangent space normal maps together. Uses the Reoriented Normal Map…
Usually people use distance, bevel or blur nodes and some blobs style noise multiplied on top of it to create some elevated edges around tears but it never looks very realistic really especially on walls. And requires lots of miss and hit . For wall paper tears bending down with air pockets and plaster bumps /wires pocking…
Hello Folks, the last weeks i have been working on a uv packer. I could not find a good packer that can handle very complex shapes or holes. The packer from Headus UV Layout is very close to it, but they are cases when it can't find a good solution. Follow on Twitter Follow on Facebook Demo available (Update 6.03.2015 Beta…
It's two different approaches. You could sculpt on the smoothed version of a subdivision modeling mesh, but that's then locked at the highest subdivision you ended up using, and, like you noticed, that's quite high indeed in order to be able to sculpt freely and not run into problems (although you should still work from…
Hello everyone ! I have an anim workflow question that has me a little stumped and I'd love to discuss with anyone willing to share :) The question is simply what is the most efficient way to animate the following - a character (biped or quad) running across screen on a cycle, stopping to act (taking a few steps,…