Andrew does show on Artstation two diffent workflows. One are the background obejcts or orbject without subD. The others are mostly quads cause of the displacement they use on those SubD meshes. There is still so much confusion about ngons and "bad" geo. Ngons and tris arnt bad. But you need to know where you should work…
Hello there what's the best way to bake cylindrical? Whatever I try however I try keep getting terrible normal maps with artifacts on edges, I am having no problem with box/plane shape baking but with cylindricaAny fix?,(I have 15 face)
Hello guys, recently integrated mudbox into my workflow. I am trying to work on a new model that is multiple pieces and maps. Even though I have different materials assigned to each uv map and upped the subdivision level she refuses to accept input from any of my brush.
I'm having a little problem in 3ds Max. I recently started modeling something and I accidentally re-sized the high poly and didn't notice at the time. Now I don't know how to fix it to make the normal map. Is there anyway to make the high poly and the low poly the same size?
Hi all! I am having some real trouble with hard surface modeling. I am trying to make some curvy armour pieces with hard angles in 3ds max and cant get my topology so that there is no bumps near the corners. Here some pics 3ds max topology Here is quick dynamesh model in zbrush and you can there is no bump near the same…
Hi guys. I made a low poly model, in Maya, with all stuffs (normal map, ambient map, difusse). When I worked on the model I used only "high quality rendering" from camera for testing the result. I try to render with maya hardware but the result is something else. MY ASK : how can i finish my work? (how can i render)...…
I have Photoshop CS4 and I see the practicality of it but are there any other tools or tool sets that make texturing models in Maya or 3ds Max simpler? possible add ons?
i think it would help to get better in unwrapping UVs to have some good examples to look at. got a lot of problems with some forms i dont really now how to unwrap best, especially for normals etc. im mostly interested in hard-surface stuff with steep angles, curves.. maybe someone here has something to share with me, would…