Here are some links on the subject that should help Polycount post about the user Orb and if you follow the links a bunch of info about creating scratches and cracks Edit: just noticed that links broken - you can find much of the same info here in the Polycount Wiki and a direct link to the Zbrush crack brush create By Orb
Hi all, my name is Joel, 3D Generalist for a VR Company. I am looking for other people who are in a similar boat to myself, I work 40 hours a week but love to create in my spare time. I mostly work in Unreal Engine as a Developer and as a 3D Generalist as my day job. Basically looking for other professionals in the game…
What the title says. My company needs to create 3D models of 35 faculty members for a client, but we're pressed for time and manpower for this particular project. We basically have a month. Barring starting from scratch or stylizing/simplifying, what methods can we use to quicken the process? I'm downloading the 123D Catch…
Ok so I wondering after completing a high poly model in max, what is your work flow for creating the low poly around it. If their are any plugins or tools to help in this process I'm all ears because I'm still poly modeling around the high poly by hand moving every vert, and it seems like there would be some tools out…
Hello! We have recently launched a create-your-own hidden object game/app in a few select regions and we're looking for feedback from Australian, Canadian, and UAE indie devs. We are also releasing soon in the US, and would love any feedback you may have. The game/app is called Pictago and it's free. Here's the iTunes…
I have no idea why Zbrush is doing this. I created a sculpt exported the low res out to 3DS Max, unwrapped it, reimported it. The UVW's show to be fine but when I render out Normal or Dissplacement maps faces look to be flipped or turned oddly. The only thing I have checked is flip yz axis and texture coords when going…
Hi, Is there a consenus on how much of maps baked from high-res source should be direct from the render or done on the game model itself? I can see the advantages of creating most of it from the high-res model (which means that the high-res model would require some mapping as well). You could then mess around with the UVs…
Well, now i'm trying to create a bust of Peter the Great (/the First). Unfortunately i've jammed nearly at 60k points in ZBrush, because he has a lots of portraits but on each of them he looks different, so i can't decide which of them i should finalize. Therefore, i'm waiting for your recommendations about him. Also i'm…