Hi guys, I have 2 problems to which I cannot seem to find a solution. Hope someone can help me out. when I UV'd my model, all checkers were equal and looked perfectly fine all throughout the model. I exported my low and high poly. Opened the low poly in Substance painter and then baked my High poly model in it. So far so…
Hi! So recently I've started learning Zbrush, and I have a question for you guys if you don't mind answering. I put this in general discussion because it didn't really fit under a game engine, Allegorithmic stuff, or technical. Feel free to correct me on that, because I'm not sure if I should have posted it here. So from…
So, I recently came across this allegorithmic section showing how you can paint flowmaps in substance painter: https://support.allegorithmic.com/documentation/display/SPDOC/Flow+map+painting I need to do flowmaps for hair at work so this seemed like a great way to do it. While I am happy with the results, there were a…
Hi there Sorry if this has been asked anywhere else, Ive been searching to see if anyone has had a similar problem but i haven't came across anything. So I have been texturing my asset using Quixel suite and i am now coming towards the end of the process. However i noticed i was missing a small part of my mesh. So all i…
This was my first time completing a model from start to finish using Zbrush.I began with Zspheres,sculpted everything,then took advantage of the ZRemesher Tool and set the guides of topology(Not visible). My question is,are there any reliable workflows for Game Development that would be of use? My workflow at the moment is…
I have a custom helicopter model (huey) that was in GTA and I am trying to prepare it for crysis. I am using max 2012 and have gone into the material slate editor and replaced the GTA multi subobjects with standard subobjects. The texture on the helo remained the same because I used the same bitmaps. I am able to export…
i was able to animate the UVs when i Plane Map the asset unfortunately when I export it the animation doesn't stick. Hope to find solution regarding this.
I sure aint no expert but In the first example the bones on the cape are not moving properly at the extreme positions. Get those behaving and you might have it. First thing I would try is a low poly collision mesh parented to yr rig. If you cant use physics then just skin the cape to yr rig and adjust the extreme positions…
Another update... Very closed to finishing all exterior modelling. I will not be modelling interior ar this stage. But If I have time at the end, I will do so... Anyways... Low Poly model is 34k tris High Poly model (2 sub divs. Will most likely do 3 or 4 when I export for baking) is 280k tris. Hopefully this is good…
This is round 2 of volunteer recruitment. Our project has been afloat for a couple of months now and we have been holding together nicely. We have been doing pre-production and early art development. We are nearing a point when we will need animators in particular. We aren't very elitist, we really are here to learn the…