Hi guys! I've been working on this terminal a little longer than I planned. But I have been getting to grips with a workflow that suits me using Blender and Hardsurfacing (both of which I'm not used too). So I've created my HP, retopo'd it and baked it all in painter. I want to show the age of through both the typical…
Hello fellow polycounters. I'm going to be creating a game ready 40k Space Marine Dreadnought to go into Ue4. I plan on making a variety of armaments for this so i could possible later on develop a ui system in Ue4 which allows the user to customizes their own Dreadnought. However for now i'm going to be fouces on the…
don't worry about what one random guy did and why he turned off averaged normals in the bake setting. If you have hard edges on the mesh, you'll get completely borked normal seams if you don't use averaged normals projection (or a custom cage) is all you need to know. As for why people use hard edges, yes it's because how…
Hi GCMP. Here is a quick example showing where you technique can go wrong. We all agree that the goal when doing a highpoly model is to be as fast and efficient as possible, since this is the heaviest part of the asset creation process. Now imagine that you want some sort of hardsurface organicish shape in your highpoly,…
Great idea Alec! Although, I don't imagine that putting the turbosmooth over your mesh set to smoothing groups will work with all low poly meshes, especially in the case of splitting smoothing groups along your UV seams, for example with certain hectic hardsurface-type meshes. In that case, would you just add a edit poly…
3d coat is an awesome tool, a lot of great tools that make live easier. Its my main application for painting textures & sculpting. Although I have to admit it has some features that frive me nuts. E.g.: gizmos are just a pain, working on a grid seems to me somewhat impossible, managing different splines is not comfortable,…
Looks like you baked the mesh without smoothing the normals. Look at your normal map. Do you see the same seam lines? If not, simply smooth the meshes normals and apply your material to that and you should be good. My guess is you wont, because it is displayed correctly in Painter. So most likely you exported a different…
First problem is stop following a speed sculpt, they're not super helpful for learning by following along. Start out by going through some actual beginner tutorials on Zbrush so you can learn the software. People doing speedsculpts are them just working away, they are not showing you keybinds, functionality, or anything of…
Painting directly in Maya is way better solution! In v2016 Mudbox sculpting tools are brought in and that is great start. Now it would be the best to continue importing and other Mudbox tools like sculpting layers and complete texture painting tools. Important to add is to be able to paint in 3D view and UV view which…
Also the result of any mesh subdivided 5 times :P ZRemesher isn't really aimed at retoplogizing hard surface models, at least not in a way that is specifically geared for games (the same could technically be said about characters, but organic shapes tend to be more forgivable). It's more a less a way to take a hardsurface…