I don't know what the book covers. However, there has been quite a lot of new applications dealing with normal map popping up in recent years, so my bet is that the book is indeed outdated although still applicable. As far as I know, today there are a couple ways to create normal maps. Painting per channel as you mentioned…
charlyxxx: Thanks very much! leecurt: Thank you! nuclear angel and cesarinm7: Thanks very much for the kind words! My days are around 9 hours each, sometimes with only a 25 minute lunch, sometimes with a 1 hour lunch, just depends on how busy I am. The humanoids are around 2.5 - 3 weeks. The player character animals range…
Been working on this sporadically over the past month. Started out doing an animation for fiddlesticks after being inspired by a cinematic animation. I used the hotel transylvania rig but it was difficult to think up an interesting animation it ended up looking like a civil war fighter with rifle and bayonet. I was doing a…
Maybe a quick run through of workflow would help: Games- 1. Knock out a quick base mesh in max/maya/xsi etc. just to get the main forms in and try to keep the polygons square and fairly uniform size. 2. Take into mudbox/zbrush/silo, sculpt in a huge amount of detail. 3. Build a low poly mesh (that will be in a game)around…
I've been working for about 3-4 years with a manual chamfer workflow and the last 2 years with opensubd, so here are my pros and cons: opensubd (or similar): pros: - cleaner basemesh, much easier to make tweaks and changes (no redoing support loops) - cleaner subdivided mesh, much better for sculpting since faces are…
I've also tried the same with a position node instead of a normal vector, same everything is just invisible However it does output this blue thing And i've also tried to change the value of the vector 3 from 0 0 1 to 0 1 0 with both the normal vector and position node and I still have thesame outcome
Second Update, finishing off the block-out and will move onto the UV'ing Detailing and texturing Will Probably split the walls into 2 tiling textures. 2-3 Textures for the Vases 2 Textures for the Pedestal (1 for the pedestal and another for the steps) 1 texture for the stairs Any comments and critiques are welcome, it is…
Looking great! One thing that bugs me, the scrolling speed is very fast for the scale of the scene. It looks more like a fast-running river. The speed could change to 1/2 or 1/3. Also perhaps the scale of the wave pattern could be smaller, to match the scale of the docks and people. It kind of makes the scene look like a…
The first is the low poly version, second is high poly and third is the envelope when I attempted a normal map again. I re-opened the file today to get screenshots of the attributes, and now lambert 1 is gone but I can't get rid of lambert 3 when I try assigning 1... Here are the UV's for the low poly model:
Yes, what youll have to do is: 1) export your remeshed tool 2) UV tool in Maya 3) import back to Zbrush 4) Project details onto mesh You can also do steps 1 and 2, and then just bake from High Poly Mesh to Low poly in a software package of your choice