Hello all!! First time poster here,even though I lurk these forums for quite a bit of time! Just a couple of words,I work at a retailer and I taught myself to model,render,animate etc. some products. Even though i get payed for what I do, I don't consider myself a pro because I need to lurn so much more! I am heavily…
Hi , I was thinking to finally try NDO DDO that I got time ago and never had chance yet to use it , so working on the high poly model for a spaceship here : http://polycount.com/discussion/169587/spaceship-hardsurface-subdivision-polymodeling-learning-and-help#latest I checked the tutorials and sems I am forced to UVMAP…
Hey Guys, This is the first time I'm posting anything on Polycount, especially some stuff of my own. Normally I make props but this environment seems to be a good exercise for me to be better with efficient texture re-use but also expending my skills from hardsurfaced metal (assets) to something more different. About this…
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…
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…
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…
Bump maps aren't USUALLY used for individual models. You get more flexibility and range out of normal maps than bumps. I would reserve bump maps for high noise details like skin pores, or flecks of stuff, etc. Yes, but it's slower than using something like Substance Painter, which does a better job of applying it in terms…
Hello, I almost never post in Polycount but I have decided to give it a shot! I'm a hardsurface artist who has been doing 3D for a little over 3 years now using Blender and Maya, but recently, I'm slowly shifting towards character art and have started with the fundamentals of sculpting a human skull for understanding the…