This began from a generic male superhero Zbrush model I created in a previous project. I started by adjusting the body proportions to created the physique I thought Captain America should have then moved on to loosely model the face after actor Mark Valley. Once those changes were done I move on to exploring costume…
@Dabou Master Hey man come on, don't call yourself a failed artist! You need to know that you inspired and guided me a lot on my path so far with your advice and words, and I love to know that to this day you still check this thread, tbh you're the person I expect the most to comment what you think of what I'm doing…
Hello, guys! I’m Gabriel "Grilo" Dias, a 3D Character Artist from Brazil with experience in creating high-quality characters for games and interactive media. I’m currently open for full-time/contract opportunities and am eager to bring your vision to life. Services Offered: * Character Sculpting: Realistic, stylized, or…
This looks like a normal map gradation issue. There's a few things that can cause this but some likely factors are: a lack of hard edges, mismatched triangulation and mismatched tangent space. Uncontrolled smoothing on flat (planar) surfaces can result in extreme gradients in baked normals. Long thin geometry will produce…
+1000 Yeah, I think if you simple triangulate your mesh before exporting you should fix these issues. The problem is that when quads are imported into Toolbag, Toolbag needs to decide which direction to triangulate in, and that may vary from your 3d app. With max you shouldn't need to triangulate before baking, but…
I was moving my files into the cloud earlier this week and realised that some assets, very simple assets mind you, had upwards of 8GBs of source files associated with them. My idea was this: If it's finished or I'm never going to touch it again then just keep the final output. My folders included bakes, substance files,…
Here's an ordered list with the most used softwares for each task.Keep in mind that all of these tools can do pretty much the same thing.Some are faster in certain areas and slower in others. - Modeling/Unwrapping : This is where you would model your high and low poly assets,unwrap them,create the blockout geometry for a…
You kind of need to pick a direction in terms of realistic vs. stylized. If realistic this tutorial should help with understanding one way to accomplish a game ready model (there are obviously many ways to go about it). I'm not as familiar with a stylized workflow, but youtube is a wonder, and you can find something there…
@VividSombre I personally use topogun for topology but 3d coat is also pretty great, the only plus side to 3d coat is that at least the software is still being improved and updated, while topogun is no longer being updated and so it is harder to get help with licenses or bugs if ever they arise. I can't say if 3d coat is…