For skin tight stuff you'd be better off just making a new layer and sculpting up the fabric from the original torso mesh - or, if you want to keep polygon counts more manageable (especially with a fully limbed base body), mask off the appropriate area on the torso mesh for the skin tight fabric and do a mesh extraction.…
If I recall correctly, ZBrush started out as purely 2.5D with the whole "pixols" tech which was basically color plus some height data. They added 3d meshes that you could stamp down into pixols on the canvas. But it was still an orthographic view mode. Then people were manipulating 3d models more, and not stamping them…
Thtank you for the explanation, I just learn how to bake properly so the goal is just to understand the process. So if I understand right the only way to fix this is increasing the number of polygons on the LP if I don’t want to bake normal map?
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hey guys I rememeber on one of my intensive trainning courses in max last year being taught a mathimatical techneque which can be used to work out approximatily how many polygons i am able to use in a certain area of a model. Only problem is I have lost my page of notes with that info on and really can't remmeber the…
Hello. I've been trying to figure out the exact code to get this working as intended. Although I have been close, I haven't got exactly what I needed. Basically, what I want to do is unwrap an entire model, but not so that every polygon is in a separate part of the unwrap window. This being said, every polygon in the model…
For basic sculpted detail in your example, a simple rectangle shape is needed. General guides not hard rules. * Only add extra edges / tris when you have form change or want to keep the curvature of surface smooth to match with high poly curvature. As you have noticed too many small tris by pro artists, those usually are…
Not all the professionals here work in videogames... and less doing maps ¬¬ Perfomance is not a problem if you have the newest quadro, but as you said, a quadro is not a big deal. Perfomance could be a problem for game content if you buy a cheap and old quadro 4 generations older... Try a new quadro fx 4800 or 5800 (here…
Hey, Looking pretty good but there are some issues at first glance. Blue - there are some shading errors in your mesh given away by the specular. Green - for game assets the silouete should be well defined in terms of polygons. You made the middle band thingy with polygons instead of adding them where it matters. Red - the…