Yeah when you get down to it a lot of these applications are more similar than they are different. If you don't have Zbrush for whatever reason and you don't want to use the decimate modifier, you can also do the decimation using Meshlab. It's hard to say exactly how long a particular bake would take. You don't need…
Hi! I have found several techniques to automate game art, that I wanted to share. :) I start with the most time consuming thing that hard surface stylized artists have to do in ZBrush: create chipped edges and cracks. Then baking and compositing the maps for each props. I have found this procedurally generated chipped…
pior to be honest I have no idea what all those things mean . Tried to see YouTube video Heard only something strong Scottish or something :) Although better than what my English would sound 🤤😁 Still when I hit plus ( add to favorites) my current brush with assigned icon appears in the right pan of "brush manager" . Then I…
I've downloaded the latest stable version, 2.83, and nothing was done about the issues with subdivision modelling. We still have horrible perfomance, same modifiers, all worse than in 3ds Max (2.9 brings back a similar perfomance of 2.7x, but it's not enough). The multires modifier also offers a shitty perfomance (the new…
@thomasp I am tempted to buy that hair tool add on, looks pretty good. i think the same guy has done a blender cloth simulator, which is looking really good re xgen, its nice, but its the buggiest crash fest i have ever used. It does do the job though if you can keep maya working long enough to convert whatever curves you…
Proportional Editing, yeah. If you only want to affect the select polygons, the closest thing I can think of that that is the fastest is select your polygons, and in Hops menu Add Modifier>Lattice. It's not perfect, but it gets the job done a lot of times. xrg mentioned something like this. Is this what you're looking for?…
Well, what you're calling Polysculpting is just regular sub-d modeling with the addition of some sculpting brushes. I've been doing this for years in Max, but didn't feel the need to name it as it is nothing special. I'm not knocking your workflow, it's great that it's working so well for you, but you're completely…
@EQ wow that is crazy fast! I have thought about learning Modo but keep getting put off by the fact that there is no modifiers :/ I only hear good things about it though, so i prob. will end up taking a closer look eventually :) @James nice! The Wiki is a great place to start :) The n00b to pro docs are pretty good too (or…
@Elarionus I have pretty much same workflow as you, with the exception of Blender replacing both 3ds Max and RizomUV. Since I do all the hard surface HP and LP modeling, or organic LP retopology, and UV unwrapping in Blender. "It can't compete with Maya yet, and it's missing a ton of stuff that you need for game art. It's…
I've had this thread: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1 in the back of my head for ages. However due to not owning Zbrush I haven't been able to try it. That's until I saw McGavish suggesting a modifier stack (Remesh + Corrective Smoothing) in Blender that works…