The vein map looks really cool, and the attention you pay to anatomy is truly impressive. You're doing everything right here, as it's the foundation of the entire project. Any improvements will always have a positive impact on the overall result. I can see the progress from the first iteration to the current one—you've…
thanks for the info Kanni3d. As a side node. houdini remesh is useless step. Indeed the remesh wasn' t solving anything, what solve the issue is that you just need to check the option weld adjacent edge in Moi3D fbx exporter to create a single shell. Then you ready to go for retopo in quad remesher. For continuous surface,…
[ QUOTE ] If you get stuck there, you're bound to get stuck on a bunch of other parts in the game :L| PROBLEM SOLVING PEOPLe [/ QUOTE ] Games hardly have any problem solving, usually to get something fucking simple done you gotta do it the most complex way possible. Its more like puzzle solving because its only going to…
SOLVED Had same/similar problem and solved it. In my case all geo went black and no matter what material or texture was on it it was still black... I did not realize I accidentally hit the ‘v’ key which switches the black and white (Main/Secondary) color swatches on the left palette. I normally Don’t touch the ‘Alternate’…
While waiting for the approval of my account i did some further testing and reading. Now I solved most of my problems. For once I had to increase the normal map resolution and AA in the baking process. To solve the jagging between the different highres mesh shapes i used the lowres mesh in the high res export. I scaled…
Hey! It's awesome that you're learning to do 3D, but learning the software is maybe about 10-20% of the adventure. What needs to be developed now is the ability to problem solve and it's honestly where I think a lot of us get long-term satisfaction from. You're rarely ever going to get things right on the first go, even as…
Solved! I imported the scene in a brand new file with a namespace. Despite the nodes got a looong name, it completely solved the problem. Apparently was about namespaces.
Well, while breakdowns and explanations about wavy bakes are indeed useful, the artefacts in the work of the OP aren't caused by that. They are more than likely caused by the baked pixels of the normalmap instantly jumping from one value to another across the (hard) edge but without UV room to breathe since the UVs have…
First of all, congratulations on finishing the scene! In my mind that is the biggest challenge of all. It does feel like a dungeon right out of Skyrim. A couple of things I feel you could do to improve your scene would be: - Make a triplanar material/shader, it would solve your tiling issue on the walls without having to…