Hi! Blender has a Triangulate modifier (keep normals option to preserve shading), which makes it easy to work with quads and triangulate on export. I recommend triangulating to ensure topology (and as a result mesh shading) is the same across softwares. Since you shared UV layout, I'll note that there's a lot of unused…
Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
I've only used 3D coat for retopology purposes and I was wondering if the experienced folk around here could share what makes 3D Coat such a powerful tool for hand-painted texturing. Doesn't Substance Painter offer as much options for this type of texture work?
That doesn't make any sense to me... For one, people here already post tons of meme images in hot threads anyway. 90% of the posts in those threads are simple "Have my babies!" type of posts. I don't see how that's any different than "Top Row" at ZBC. If anything, it's worse once you get a page full of childish meme pics.…
I think I'm getting a handle on UV mapping in Maya, but how to you make multiple UV maps for one object?.....y'know, one map for upper torso, one map for lower torso....instead of clumping the entire object on one map.
I've been working on a 3D model/sculpt of a cat but I feel like it just doesn't look right - like something's missing/off. Is there somewhere/someone I can send it to who can help me? I want someone to take a look at it and help me revise/edit the model to get it right. This is my first attempt at modelling and I used…
What DigitalTutors serieses should I watch in order to create a good Dota item? (by using ZBrush,Maya,Photoshop and what ever more softwares that you' recommend me ) (I already started watching "Quick Start to ZBrush" series) (I am asking for a recommendation for tutorails that would teach me the tools of making a dota…
Keep in mind that UDK has better tools for importing custom assets. I don't have personal experience with Source stuff, but from what I have read, it looks alot more cumbersome to get things into engine. Hopefully Valve releases some tools that will make this alot easier for the people that will use Source Film Maker. On a…