Ok so I thought of a way of texturing parts of my model which are impossible to get to while the whole model is loaded in...I am using ID map baked from highpoly vertex colour. But there's some detailing I left out which I thought I could achieve in SP, so I didn't have to model it all into the highpoly. So I exported the…
Hi everyone! I apologize if there is a post about this somewhere else on here, but I couldn't find one so here I am. Thanks in advance for any light you can shed on my problem! I created a flashbang in 3DS Max, and made a high poly and a low poly model for it. I exploded the model so no two unique pieces are touching. Each…
Personally I'd lean towards this, as this doesn't involve any highpoly modeling at all - just manipulations on a good old lowpoly model and nothiing else. - Lowpoly model with hard edges - bevel node to generate smooth antialiased edges - baked to OS normalmap to store this edge information - hard edges removed from low,…
Kapoff thats really cool! I had similar thoughts about using the vertex color channels to pack information but I dont know of any way to do that in zbrush. My other concern would be how to author those maps, eg what if I want an occlusion map in the red channel and a roughness in the green and metallic in the blue, is…
Hi all. I'm Mark. Here is my piece. Concept, Idea. The idea of creating a ship turbine was initial for me and after this we started to expand this idea further. That’s how we decided to make a hangar scene (Shelter Project in the future.) I wanted to make something technological, complicated, to show my ability to delve…
These assets will be in an interactive learning program, wich will have a roman level, Aquincum. The deadline was very close, and there were more than 30 assests wich I had to deliver. So I had to make assets as fast as I can, and worked out relativley fast ways to do it. Please let me know if i did anything dumb!…
Good apps for making a game model. You might be missing a few things tho. High poly detailed mesh in ZBrush. Play with the export settings in ZBrush until the model is the right size and position in the 3d app you plan to make the lowpoly in. I use a decimayed copy of the ZB high poly for this and use that for export. Once…
It's common to use multiple materials for models that need more details, such as characters. In your example you see the character has one material for the head, one for the body. The artist is baking the two parts separately, and making two different materials with two different sets of textures for each part. Again from…
So the highpolys look good, not much to say there, aside that edges are often too sharp and that results in not so great bakes. For the lowpoly, you use way too few quads, the silhouette and forms should look flawless. The lowpoly should look like the highpoly as an ideal result, so give cylinders more sides per example so…
get a better host, for starters. ditch flash. unless you're trying to sell yourself as a website designer, it's more hassle than it's worth. your 2d stuff's good, but you have mostly headshots and no full body work. same goes for your 3d work too. you've got a mix of stuff, but nothing showing what your focus is. you've…