I created a low poly model in 3ds Max and brought it into Mudbox to sculpt. Once I was done sculpting, I baked the maps and tried to apply it to the low poly model but the maps wont work and I don't understand why. Can anyone help?
There could be a painfully obvious answer, but right now I don't really see a way to do it. So I've already modeled a pokeball and I was to add the stripes from a great ball example here: http://i.gyazo.com/a12af1d8079a244977e116306c8932db.png What I'm trying right now is to just create it with vertexes, but I don't know…
https://www.youtube.com/watch?v=BLZ0QFkebKQ&list=PLff8S6TAmcOTS_W3aeOr3H1n0woZOCWR3 Hey Polycount! Have you ever wondered how artists make these beautiful stylized environments with all these cool assets? Whats the workflow like? Where do you even start? Cesar Manrique stops by Stylized Station to give an exclusive…
I'm looking for someone capable of producing a character design, model and character texture for a game which can then be rigged in Maya and animated by another collaborator. The game is for a personal project, but will be released online after it is finished and potentially further developed into another project.…
Circuits and Shields (http://circuitsandshields.com) is searching for a new rigger for our final few characters. I believe there are only 3 left. On some, you will be reworking an existing rig (or if it's easier, you can create a brand new one). The existing ones that need to be reworked are mostly done and just need to be…
Hey Guys - iam on a little arrange script: basically i want two things: 1. select a group called "camera - or static name" 2. select first subgroup 3. put these two selections in one renderlayer with the naming l1 4. redo everything until evey subgroup is in its own renderlayer so l1 l2 l3 and so on sturcture is: "camera -…
Thanks Vexod14 this indeed looks cool great looking but I am asking about a bit more less stylized picture, more of natural realism with shadows, SSS . Something focused more on realistic environment , landscape rendering with heavy instancing.
We are looking for a talented hard surface 3D artist with an inclination for space to contract that can create realistic and cinematic spaceship assets for our indie game. The game is a single player, space exploration, and combat, rouge-like game, that takes inspiration from some aspects of Eve Online. High fidelity space…
I've been messing around lately with LOD's and my main problem at the moment is being able to maintain normal map information on the lower LODs shared UV's. I've noticed that when optimising using the target weld option effects how the normal map look on the LOD, for example sometimes it creates artefacts, where as,…
Posting this here to mostly just keep track of my own thoughts as I try to work through this. I want to make a little character creator for a dragon in Unreal Engine where users can flick through different body parts like horns, spikes, wings etc. As well as being able to select body colour and different markings. This is…