Hi, I'm little bit lost in a highpoly modeling under ZBRUSH or MUDBOX. I've started to learn for a Dominance war, but I think that I'm not ready for highpoly and I'd like to ask You for some tips ,suggestion ... help in generic way. it's a just to see my first attempt ZBRUSH sculpt - <u>OK - here's my 2 questions :</u> 1 )…
My guess his advice goes to cage model rather than low poly itself. Or it may work when you bake world space normal map to be re-baked into tangent space in a separate pass . Especially when you use some 3d party renderer that is not directly supported in package bake tool. For world space normals the actual shape of low…
Thanks u guys for all your kind comments :) That is really motivating to see that you liked it. I would love to put this for download, but I think that it would be unfair towards students who paid to attend the class… So I think I need to preserve some restrictions on the scene content access. Even tho it is my scene it…
You can learn about the algorithm by googling for catmull-rom smoothing and/or bicubic interpolation What's most important to understand is that the position of a vertex changes after smoothing based on the relative position of it's first and second neighbours. If you want tips on how best to structure your input mesh,…
hi Kyoske. I've had that problem before and I'm guessing there's vertex order (Numbers assigned to each vertex that you sculpt on in ZB it has to match the low poly as well) delete or weld any together or start a new mesh for your retopo will overide those numbers from your high poly mesh in ZB causing it to deform it in…
So I would like to ask a question that I'm asking myself since a very long time now. I'm a Maya user and now experienced to deal with vertex normals. I have also read some things here and there about smoothing groups and I think I understand them too, even if I don't use them. However, I really don't understand what is the…
For the building walls it shows you in the link the actual 2 tiling textures that are blended together. It looks like 2 textures vertex blended with a mask/height lerp to fade between them. Noticiable tiling is well hidden as the vertex color is hand crafted. The drips under the windows are probably a mesh decal placed…
Last week I've mentioned about this special SubD modeling technique and promised to write a brief tutorial, so here it is. In a nutshell: Create a low-polygon model and set all the edges that you need to be sharp and crisp to be at 1.0 crease value. To be in greater control of the surface you can also assign weights to the…
bought the hair tool addon for blender a few years ago and haven't used it for while, but its really is very nice, but is quite in depth at times. Has 2 options for short fur/hair for video games shell hair and short hair this is the shell hair. Not sure of all the options yet, but easy to use different vertex groups for…
Okay guys, here's what's going down ! Im working on a game that uses a vertex shader to produce a fisheye effect for the level geometry which is constructed out of blocks. (See video here: https://www.youtube.com/watch?v=iImBtvXtXrk&list=UUfDV5xinF2VjLd8LSAAfgCg However since I wanted to speed up my workflow a bit , I went…