Hi, everyone! I've been using the Quixel Suite lately, and I'm pretty happy with it. When working with lowpoly models that have normal maps baked from their highpoly version it works nicely (though I've had some issues working with the preset smart materials, but with some small adjustments they do their job). What happens…
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!…
I love how the blade is turning out on the next sword, but I'm not sure about the hilt. I'll be adding more detail to it still; this is just the midpoly. Even without the auto-lowpoly stuff, making it in ZBrush from the start is feeling way better and faster for me. I still need to work out a few kinks in the auto-lowpoly…
To make a circular tiling texture, make a pizza slice shaped texture <) and then copy that around a few times to make a circle. There will be some obvious repetition at the centerpoint which isn't ideal, so if the object is large enough and you have enough triangles, make that center point unique. And of course keep in…
Thank you, you have a good point. I wasn't sure on how to go about modeling straps. But I might come around to change it before I move on to texturing. Thanks man! Yeah, I love the design of it. I gotta buy one! :D The non sub-d? You mean the unsmoothed one or the lowpoly? I haven't made the lowpoly yet if that is what you…
Heyhey Kristian the shoulderpads are also my fav part I love my Mop too! Poop, nmaps will come! Ryan, there is already some of these available... I'm just stealing everyone's techniques here Plus classic highpoly modelling, mixed with lowpoly+smooth along smoothing groups to get supersharp edges for free. Jeff yeah! Can't…
1. for most game modelers it easier to create a lowpoly model first, then duplicate it and create a high poly. don't be stingy with the high poly! you'll want that detail when you bake a normal map. 2. if by the top you mean the top rim, then its really up to you. of course the more geometry the better. but this all really…
Avoiding it will cause you problems, really :p What is happening probably is that the constant uniform ray distances is not suitable for your complex model. To setup a cage just make it to cover completely the highpoly model(enter the 3d viewer and expand it). Then save it as a .SBM("save meshes"), reassign meshes(just…
The workflow that i tend to do is simple, and pretty easy. Explode/separate your your chunks, set keyframes in max/maya to make it easy to put them back together. Exploding will give you a much cleaner bake than leaving everything together, and much less time consuming than baking each part separately. Render ao from the…
Thanks for all your replies @ Japhir, I worked my ass off on those textures, they are mostly pretty small, the orange thing is 64x128 px. It is diffuse only so it looks pretty dull without any shading painting into them, why do you think it looks weird? I must agree it looks pretty bad at the low floor. @Rhinokey How would…