Hey! Until now my workflow has been very short, using only Maya and Photoshop to handpaint my lowpoly objects. Now I'm trying to expand my horizons and learn how to use Zbrush which is really, really difficult ( Why does every 3d program insist on having different hotkeys for everything?! ). So what I'm doing is what I…
Hello guys, I will get straight to the point. Is there any way that I can import multiple objects (each one has it's own UV map) into Substance painter? I had my character done in Zbrush, I got the head of the character unwrap in zbrush also, next I export to obj for both low and high so that I can import to Substance…
got to baking low, but there were some errors and I had to go in to fix quite a lot of the normals map in photoshop. Going to move on tobaking Ao and starting a base diffuse now.I'll fix the normals further if there are any feedback on how to improve the normals map. I added bolt details by baking the bolts on a flat plane…
Thanks ! I was getting worried that things wouldn't fit within budget ... Turns out, it's tight but it fits (at least as far as the high LODs are concerned !) I am also trying to document all the technical steps with video recordings (pretty much everything except for the sculpting part, since there are so many tutorials…
Great stuff guys! NASTRASH, a couple spelling/grammar mistakes... 1st paragraph: "... and then reuse already moeled and mapped elements. This will save alot of work. It is alot faster ... or fixing streched uvmaps." "3. Im ... " (needs an apostrophe, multiple repeats) "4. ... and fixing streched UVs" teaandcigarettes just…
i have tryed alot of approaches to UVmapping.... with varying degrees of success in the past. but i cant really takethe lack of control i get with most. i do an auto unwrap.. where its ok ill leave it and where its out ill uv manually with my own projections.. the just sew it up.. its time consuming, but i hate the errors…
This is how we work. (We don't sculpt because our style) - concept and decide proportions - continue concepting while building base meshes for all the different proportions - rig base meshes and begin first pass animations on the different skeletons - model characters around base meshes - pass character mesh model to…
That functionality was a life saver when I was working on a motorbike model someone had bought online and wanted me to texture a few years ago. UVs and Geo were all broken in weird and wonderful ways because the file export from early 2000s and imported in newer versions (and if memory serves it probably wasn't perfect to…
Base model in 3dsmax from primitives a half then mirrored and to zbrush. I usually split the model into subtools by materials, gold in a subtool, steel in other etc so that i can bake a material id map really quick. Quick question for everyone: how do you guys normally do the bolts? do you ignore them for the lowpoly and…
Quick update: I've worked a bit more on the rock textures and blocked out the debris and trees. I'm using a workflow suggested by FemCharles Which goes a bit like: Model a very basic shape in 3ds Max Take into Zbrush and sculpt Re-topologise and UVmap in Max Final sculpt in Zbrush Take Matcap and Displacement maps out of…