Like said, it depends, especially for the chamfers. Do you need cuts for normal maps because of hard edges? What's more visible? How much distortion and size scale changes are you willing to deal with? Personally, I'd probably do something like this: "a" can be straightened out without any distortion, the inner and outer…
Haven't posted in a while. Did some cleanup and added the final detailing on the skin and metal a little bit ago and have started on the low poly. I'm trying a new method for retopology and it's taking forever lol, so getting to baking is going to be a ways away. The color texture isn't exactly where I want it to be, so I…
The poly count is around 8000 so far but that is because many of the faces that can be planes are not. because i want to sculpt in mudbox.take it a lot back down after sculpting with the normals. and even less once i get to using alphas. building over a female human model. considering if it have been more efficient if i…
I'm not sure if you guys support Legacy at all anymore, but I use both Legacy and Suite - Legacy is now using my blockout map as a cavity map and is also transferring the blockout details to my specular map. Is there something I'm doing wrong here? I've attached what my model looks like after running the initial project.
Hello! We are a brand-new team called Desperados (yes, we really are desperate). We are working on a new game mainly for fun and to gain experience together, with the goal of publishing it one day and creating many more games in the future. At the moment, we are looking for 3D artists (at least 2) to help us create assets…
Hi The challenge i have before me is that i want to make a table. And i have laid out the UV's in a way that i can get the most of the UV space. This means that the two sides of the table are rotated differently in the UV map. The result is this: What i would like to do is rotate the direction of the left side to match the…
So here's the fixes that the guys on Slack helped me with. In Maya, add divisions using quads. Before triangulating, lock the normals and switch the shape mesh in Attribute editor to Angle weighted (Mesh Controls > Vertex Normal Method > Angle Weighted). It should bake fine after that. I probably will not get the chance to…
Couldn't find any information on this. But from there demo video it seems you can polypaint your colormap directly in zBrush. How do I get the swatches into my palette? Thanks