Update#5 I have completed the retopology and UV mapping for the clothing. Although this is a game asset, I want to ensure it has a high level of detail for close-up shots. Therefore, I decided to maintain slightly denser geometry and increase the texel density to about 25 px/cm. I am currently deliberating between two…
Hi Just a quick question - is it generally okay to have UV shells at an angle? I believe I was taught that they should always be vertical or horizontal, but in this case, where the shell is a weird shape, and the UV checker shows the map as being the right way up, it's at a bit of an angle. Thanks
Hey, I'm new in CG world and there is lots of things for me to learn. I have one question: After animating the base mesh how to project a high poly sculpted detailed model to it? I assume it can be seen only after rendering, yes?
Hey everyone, I'm new to the forum. I'm looking to do detailed car models. I'd like model the exterior, interior, suspension, and under hood components. What do you guys recommend for finding blueprints? I know you can find orthagraphic blueprints of the exterior, do you guys model the other components by eye? Thanks guys.
Looks nice! How did you use modular worklfow? It's not obvious from your shots or text. It just looks like some renders, It would help to provide breakdowns, showing texture flats, individual modular meshes, a bit of text about how you combined them, what renderer you used (hopefully a game engine!). This building is…
Fixing Texel density is about keeping the scale of information consistent - not about keeping the resolution consistent. UV at 1024/metre If the resolution is too low, double the resolution of the texture. You don't need to touch your model because the relative scale remains the same It is not the most efficient use of…
I have imported my own base mesh into Zbrush, and have it subdivided and have edit mode on but i still cant sculpt. I click on it with the brush and nothing happens. Please help if you can.
Hello! I am finally starting this thread in Polycount. SHIFT is my final year project at university. We are producing a game cinematic trailer and I would like to share some progress here as an environment artist and hopefully get some input from artists outside of school! I will be working on the environment assets and…