Hey guys, Got a quick question for you all; how would you go about making the base mesh for an astronaut-type character in this sort of style: I'm not sure whether to make a very simply base mesh in Max and just sculpt everything, or make the hard edged stuff such as the helmet ring in Max and import them onto a simple…
I've been having this problem for like a year now, and I've not seen anyone else who does. When I go to bake a normal map on an organic shape, it'll end up with harsh seams along certain polygon edges, like this: There's only one smoothing group on the mesh, and there aren't any disconnected verts--the lowpoly looks pretty…
Hey so I see that this is possible in nDO2 by ticking a box, but how do I keep Photoshop from doing this, for example I have applied bevel/emboss to a brick pattern, but at the edges of my texture it creates a seam. Is there any way around this?
Yeah - this works really strange when you are in local mode. Essentially the border SO is just a collection of edges and for some reasons Max has no idea how to find the average of all those edge's local axis. When there is the cap, it simply uses the caps normal. It works better in View reference coordinate system though…
Yes It's possible, but the problem is that Zbrush doesn't display interpolated shading at all, only hard edges (as if all faces were split, or as if all edges were set to hard). Meaning that the visual result in Zbrush will be misleading if any of your later steps display the model as smooth shaded. The first thing you'll…
Hi everyone! For my latest script, I decided to make a tool that will automatically map, unwrap and layout the UVs of your polygon mesh. The uv seams will be generated from either your object hard edges or a custom surface angle if you choose so. This script can be very useful while modeling to quickly generate UV shells…
I used to think that only 90* edges should be split / smoothed seperately but after baking several objects I got confused. At what "angle" would you start to see smoothing errors and would require a split ? So I made some test planes to test it myself and it seems that everything under +- < 60 degrees smoothes fine on 1…
How weird, I thought that zBrush must be perfect for such tasks since we make nice high poly models there. I could not get how to flip it well. Tried flipping one channel in PS, erasing half of the edges, to find out I did something wrong. Flipping channels in zbrush has no effect also, since edges keep being not matched.…
Hellow everyone, My first topic here. It's my first project as amateur too. And i'm not english, so please excuse me my orthography. I made a background for my model in ZBrush and I want to export to Substance Painter. When i export the maps seems that all is good, but when i put in the mesh in Substance, it shows the…
Hello everyone, I have this strange and annoying problem with 3ds max. I made a high poly model on Zbrush, I finished the retopology and then exported it to 3ds max as an obj. Everything was just fine, I had already unwrapped half of the things when the problems appeared. When I tried to continue with the unwrapping, I…