Not quite Moiton Capture and neither it is Photogrammetry but you could consider it as a capture of both: https://www.youtube.com/watch?v=7nVJs31W1DY The end result does look convincing. Of course it's all new and the captures seems to need alot of polishing step but this really looks it could be used somehow in the game…
Finished all the maps trying to define these materials as much as I can. Any crit greatly appreciated, aiming for the best I can get here trying to push quality. I want this to be as efficient and game friendly as possible as well. Materials im trying to mimic: 1. Pot metal: plating/ dark grey cheap mixture metal 2.…
I've been working on a sculpt and found I needed more topology in the eyes, nose, mouth etc. I exported the mesh into modo, added the geo, and brought it back into zbrush in order to reproject what I've sculpted onto this resurfaced mesh. When I try importing the edited mesh .obj (I click 'Import') the pivot is off... see…
I have this rigged Giraffe in Maya. It's all weighted and ready to use, but I need to split it into pieces since the destination platform (Facebook AR Studio) does not support skinned meshes with > 20 bones. So I've attempted to split the mesh up along the neck, legs and tail - separating out each mesh component into it's…
Hello Polycounters! It's been too long since my last post but I thought I'd share some progress on what I'm working on. Here is a high res sculpt of a character I'm working on, known by strangers as The Kid. The Kid is a born ruffian, raised in the post-apocalyptic world overrun by bandits and thieves, he wields a giant…
here we go, this is is all the same mesh from the left with different settings and levels of support applied. 1. being the base 2. with support geo/quad chamfers 3. unaltered creases 4. bit of support geo 5. fully supported lemme explain support loops can carry a lot of stuff such as the flat top in this case as it offsets…
Picture below: That would be my top view, perspective, front view, side view. I'm on Maya 2016 SP6. Two sided lighting is turned off on all viewports. The only material on the mesh is the default lambert 1. This problem has never occurred to me until my recent project. List of bugs I'm experiencing: 1) Mesh is black in…
It may be in his second part of the series, which you have to buy on gumroad. Essentially he shows you that yes, indeed mesh size matters, but it doesn't really matter because you can adjust scale at pretty much any point in your pipeline, and he also shows how you can use Unify and gives a basic rundown on how scale works…
Let's say I posed an armature and created a mesh that fits this pose to create the folds etc. Is there a way to bind the mesh to an armature with automatic weights against the bones as they are posed? If Blender, if you place the armature in Pose mode and perform a Ctrl-P against the posed mesh it will weight against the…
Hi! I have several meshes with subdivisions and morph target and when I try to create displacement maps everything goes without any problems, but when I press to create normal, cavity or ambient occlusion maps this window "THE TOPOLOGY OF THE MESH HAS CHANGED" appears. After pressing “yes” maps files sometimes are created,…