Nice progresses :-B @Its0urFate I agree, some large to medium details would help to give the wood some directionality and break up the now empty areas. I got around to continue with the market stand. I chose to just model away and then map the faces to flat colors, a workflow I recently picked up from Alex_J's project.…
This looks like a normal map gradation issue. There's a few things that can cause this but some likely factors are: a lack of hard edges, mismatched triangulation and mismatched tangent space. Uncontrolled smoothing on flat (planar) surfaces can result in extreme gradients in baked normals. Long thin geometry will produce…
I was thinking that I wanted an alpine biome or something
like that anyway So I exported a high map and imported it into UE4, re scaled
it to a size I felt was suitable Though I had to rescale it more on the Z axis
as it imported too flat.. No idea what that was about So then I went about texturing it with the maps I…
Hi Geo, welcome to polycount. First and foremost, take a look at the top of the page, right hand side. Follow the WIKI link. There is a lot of really good information there to get you started. To answer your question however, what is happening is that your lowpoly and high-poly in zbrush are separated. You have: - a…
I'm still learning so it's not that exotic. I blocked things out very roughly in maya, then exported most individual tiles to the engine (since you can re-export edited meshes&UVs very easily) before I had even gotten around to UV-mapping them. Then it's just a matter of polishing one tile at a time. Since I got continuous…
+1000 Yeah, I think if you simple triangulate your mesh before exporting you should fix these issues. The problem is that when quads are imported into Toolbag, Toolbag needs to decide which direction to triangulate in, and that may vary from your 3d app. With max you shouldn't need to triangulate before baking, but…
I had trouble with this kind of stuff not long ago as well. The thing is, it only seems complicated because you haven't done it yet. Once you make a quick plan and just start testing things out, it becomes quite clear. So, you can export each thing as a separate object, and bake it. Then you get your baked maps. Then you…
(UPDATE THE CREATED PLANES DO NOT NEED ANY SEGMENTS) scruples, and Rhjs grid planes need to be lined up with the max grid, and need to be efficient to get thefewwest planes possible to fill up an area (yes my example up top is not perfectly efficient) the planes also need to have verts every .5 meters snapped to max grid.…
SO in between school work and whenever I'm bored of said work I worked on a few wood planks, tiled them around a heavily downscaled version of the front house (since zbrush apparently works in miniature size not that surprised) Retopologized the roof by hand. I am slowly getting better at it BUT it's still a pain to do…
As far as I know there is no proper, simple way to do this, it's one of those things that should be super simple and obvious to do, but isn't because of how backwards Zbrush's interface and workflow is. For simple movements you can use the "Contact" tool in the subtools menu, which alows you to lock a subtool onto areas of…