Issue .. colour ID anti aliasing with Zbrush - xNormal - DDO pipeline So I've been following some tutorial videos for using Zbrush, xNormal and DDO. Colour Id's being created in ZBrush and the maps exported with xNormal. The video suggests simply using a hard edged brush is enough. I've also tried solid coloured subtools.…
Alright, one more try, the previous post got removed for some unknown reason. I have the following high-poly and low-poly assets: HP - https://drive.google.com/open?id=0Bxiv4nwNFlKhcllvaU1nTERlcEE LP - https://drive.google.com/open?id=0Bxiv4nwNFlKhV0xfVE1jVE9lcUE I go through the following steps to get my normal map: 1)…
You really need to care more about colors. Theyre soo important. You gotta learn color theory and have complementary colors in mind and adjacent ones. You new scene has terrible color usage and it destroys everything. I can barely see anything with those unfitting colored lights (colored lights are not bad, just you used…
BBCode no longer works, you can either use the toolbar to embed pictures, or edit the whole post using HTML. As for the model you have the big form and volumes right, but the small details are messy and inaccurate; To get better at accuracy collect more references and study them harder, try making paper and pencil…
Day 18 Reference: https://www.artstation.com/artwork/YB1K0X by SUN MAN Time Taken: 2h Notes: Meh. I dont think I managed to capture the sharp features present in the concept. Any time I tried to sharpen it it turned out too masculine or uncanny. This was a challenge for me, hopefully I can see some thing I'd have done…
I became interested in it because it was able to bake the armpits here without any artifacts. It produces very clean normals quite easily as long as the topology is okay. Using cages I always have trouble on sharp angles like this that are not cage-friendly. If it doesn't work with hard-surface/creasing I will only stick…
if you're not sharing texture with other assets then only use trim techniques where it actually helps and don't be afraid to bump your texel density if that's what you need to make it look right. at 1024px/metre, 1 pixel is <1mm across : at this density you need to get pretty close to a surface to see pixels (even at 4k)…
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Looks good! I think two things that could really help for your next project would be relaxing your edges a bit, and pushing your material definitions. Your edges are a bit sharp, so they're not going to catch as many nice highlights. It's a bit unintuitive, but especially for game assets, it's important to soften sharp…
Fisher, I think I see what you want to do, and peanut even if that's still another valid technique it is not the same at all as the technique Fisher want to use. ( No offense at all just trying to help :) ) cryid is right, that's the fancy quick way to extrude with transpose, but I think you can only do in the lowest…