split smoothing groups and UVs. only splitting the UVs or only splitting the SGs will most likely introduce artifacts. http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html the part about unsmoothed tangents. http://wiki.polycount.net/Normal_Map if you need more in depth information about it under 'Hard…
[ QUOTE ] jeffro, I expect this session will be worth attending. I used to work with Ben - he knows his art and is good at explaining things. I'll be surprised if you can spend an hour with Ben and avoid learning something new. [/ QUOTE ] Second to that. Personally never met him, but his tutorials (Every single of them…
[ QUOTE ] I think his rear legs need some 'haunches'. Big meaty thighs. Right now they just seem to skinny to support all that mass. [/ QUOTE ] I based it off a photo reference of a hippo so I thought it was ok, but I see what you mean and I might tweak it a bit. [ QUOTE ] Nice model and concept, I've got a noob…
The wire parameter dialog box has been improved upon in max 2008. Still a bit cumbersome though. The best way I've found to navigate through connections is to open up the 'Schematic View' and turn on the 'Param Wires' display. You can then double click on the purple connections to bring up the parameter wiring dialog box.…
Cool, man! Glad to help some :) You might try layering a solid color over the smart material, only affecting the color channel. And for the scale, you should be able to scale only one axis rather than do a uniform scale. That might do something... Not sure, its all trial and error :) And, yeah. There's definitely tutorials…
By mesh do you mean the high or low poly mesh? The cage must fully enclose the high poly mesh otherwise you will get ray miss errors. There is a quick video that covers the process here: https://marmoset.co/posts/toolbag-3-texture-baking/ And more extensive tutorial covering all aspects of the baker…
Theres tons of tutorials out there. Usually start with a basemesh, get all the forms done > Then do detail pass, like scales, skin crease > retopo in Maya then re-import and transfer details> Bake displacement or normal maps. it depends which renderer you are using. If your are using vray you can follow this guide…
Great tutorial! There's a real lack of Modo/Modo Steam tutorials, so this is a great help. I have a question, though. How do you prevent getting dark texture seams when using your baked maps as overlays? The black of the background always seems to bleed into my UV islands, especially when resized to 256x256 for game. I've…
Depending on how many points your model has you can merge subtools using subtool master. From there you can export and UV, or you can try UVmaster. Some have had decent success using ambient occlusion to control UVs in UV master. There is also the spotlight tool for texturing inside of Zbrush, and zapplink to send a view…
There's 2 pretty popular pillar tutorials, https://youtube.com/watch?v=yKpmxBXbS4U and https://youtube.com/watch?v=SFVFa3U2W8E Yours doesn't look like it was straight from one of those tutorials, but it's similar enough that my first assumption was it was based off one of those. A portfolio needs to be able to catch…