Hi there! I'm trying to finish my second Zbrush model and I finally have to deal with textures, UV's and normal maps. The problem is I never had to deal with those before and now the frustration is on. I have to decimate my model down to under 1mil polys total, to be able to upload to Sketchfab and get the staff pick (they…
Thanks all ! @pixelb Well that's fun ^^ you are a really good artist and i choose your study principally for the central piece of wood on your shield wanted to try some stylized wood sculpt. Ans it's never too late and change the shield for the bulge but won't update the sketchfab tonight. I made a complete retake of all…
I agree with pixelb. 6-8 are enough, 10 is too much for this style. Also, in handpainted style you should avoid using purely black for shadows. Try to use dark colors to achieve a more painterly style, but NEVER get totally black parts. In the same way, light is not just white. If you study some illustration work or WoW…
You can use whatever in Substance Painter , you just wouldn't be able to tweak procedurals in Painter directly until they are properly exported from Substance designer . Painter is still able to use rasterized bitmap images you would export from Blender. Saying all this you should understand that you can use Blender…
Hi, some personal notes: - On YouTube, remember that you can increase the playback speed on the player to like 1.5x, this helps a LOT when it's a slow speaker. And don't rule out text material as it can be very helpful too, especially if it comes with animated GIFs like these:…
That just light hitting from a different angle. I don't see a problem. Looks like wood grain to me. I'd send it to where you are making your final render and see if it really is a problem at all. If this is something that will be baked to a normal map go ahead and do that. Details this small aren't something that will show…
New - Smart Extrude Adjacent faces are completely rebuilt and stitched together, matching the final visual output. No more need for time-consuming repairs on hidden faces or other geometric data resulting from extrusions.Selection Improvements Loop and ring selection is now more intuitive at various component levels. Hold…
Many, many thanks to Kanni3d for that fantastic reply above. Working in isolation is a nightmare when you need solid info to learn from, and the above has been really useful in confirming what I thought I knew and informing me in areas I was ignorant. With this new guidance, I've gone back to the Cryo-Crate mesh that was…
Hi guys, we're currently learning about the whole gamma correct pipeline for UE4 and how you should author your textures at 186 grey in Photoshop to give the lighting engine better more physical values to work with so it can absorb and bounce light correctly. I'm referencing these two pages in case anyone is wondering.…
When I was working on my UC entry I tried to figure out how Epic did their skymaps and why they did it that way. I know now how but not entirely why since there is a bit of waste UV wise. They could be used as reflection maps, but a proper cubemap would be a better option due to it actually having a ground in the map.…