Hey Tesztorum! Im guessing you have figured out by now that the model view file needs to be hosted on a web service (Preferably Dropbox) with the file being DOWNLOADABLE and PUBLIC; that should fix the problem... If anyone needs further help I've written an article which you can checkout down below on ways to create, host…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
You just need to unwrap your UV in more rectangular style. Your mesh has enough tessellation ( edge loops) to deform UV properly and proportionally . If you do it with cloth simulation it usually always that way since you start with sort of rectangular pieces of cloth . For low poly you are free then to re-bake it to any…
I can't think of a good reason to do it deliberately outside of an effort to fix baking artefacts but you could work around in other ways that don't screw you later on. It most likely just got borked during an import/export process - how did you get the model?
Before you go hog wild with sculpting you might find it worthwhile to really double check the proportions thoroughly. To do that you can export model from zbrush and do a quick rig (or just pose manually using soft-select) and put her into various poses. Check those out from many angles wherever you'll do the final render.…
Looks like you're capturing a lot of the shapes so far. In terms of a smoother surface in ZBrush, you need to knock it down to a lower subdivision, or dynamesh at a lower resolution, make sure you get all the major forms in and as much detail as you can before you increase the subdivision or the resolution
Hello all. I'm finishing up a gun concept modeling project and I'm setting up my final renders in Unreal Engine 5. Any feedback regarding composition, lighting, errors, or anything else you notice would be greatly appreciated. Here are the renders I have so far:
No, this is not currently possible. Generating AO from the displaced mesh should give you more accurate results though. Can you an image of the problem you're having do it this way?
Exciting news, everyone! I've just completed a stylized 3D minecart project. The low-poly modeling was done in Blender, high-poly sculpting in ZBrush, and texturing in Substance Painter. 🚂🎨 You can check it all here: https://www.artstation.com/artwork/lDKK4k I'm eager to share this creation with you all and would greatly…
I support this effort! It’s great you’re reaching out to others on this. I think we’d be fine with you sharing a link to the server here, if you wanted to do it publicly. Also fine to stick to DMs if you prefer that too.