Have you seen these? https://www.youtube.com/watch?v=nVes6OUyzdw https://www.youtube.com/watch?v=BDQwUNrvpDQ Alot of that stuff is over my head, but the gist I got was that the main reason for the pipeline was long-term sustainability. Like, bringing in new artist all they got to do is mix/match these modular materials to…
Congrats! Really excellent implementation of using NDO in your workflow to avoid length processes of manual high poly bakes to modular sets. You really provided a great example of using some simple smoothing tricks to essentially "fake" high res smoothing through normal maps at the expense of a few minor poly's. Thanks for…
@mkandersson : thanks for the references, but i wanted a more stylized version, something easier to read for the eyes rather than have a rock too much noisy. I keep in mind the "too smooth feeling" anyway. Wireframe shot ~ and a screen of the modular rock : Nothing fancy on the workflow, sculpt, retopo, bake. By the way…
It's been a while since I last dived in. I ought to give it another try. Python scripting isn't my first choice, but it has potential. I've heard some really nice things about how easy and modular the new scripting for 2.5 is. I've been thinking about cooking up my own lip-syncing solution.
Some news : "Some time i need some time" so try to make quickly (that's good for workflow ^^) - A new low poly and texture for the throne in painter. I like work with id map and fill layer that's very cool. You can add some element after in a new layer. Some elements for the city modular scene for the throne
Hello everyone! I feel like I'm making slow progress on this at the moment but progress none the less. I took the blockout of the buildings on the right and then turned them into modular pieces. From there I did a high poly edge definition and created a low and baked it out. Now that it's unwrapped and ready to go I'll be…
When you say exploded/unexploded, you're talking about exploding the moving elements only, not the whole thing, right? Because I can't see a reason to bake things exploded that aren't modular/repeated bits or moving parts. What do you gain from the lowpoly AO that you don't get from the highpoly AO?
@ZacD - Invaluable example of modularity / atlassing / modeling methods to prevent FOV texture streaming - maybe others will stumble across it for their projects as well @THendersonVFX & @nukakola7 - TY sirs! While sometimes frustrating, it's fair to say there is always room for improvement. This will definitely kick off a…
Thanks for the comments! HomeGrownHeroz: Yes, my workflow is quite a bit different from the Eat3d tutorial, this environment is a lot less modular so there is alot more unique texturing here, wanted to push my detaillevel of props a little bit instead. I will do a breakdown of the workflow and everything once I am done…
erikb Thanks dude! Yeah, I'm still not sure if I'm going with wood ramps or a concrete skatepark...but I'm leaning more towards wood ramps. They should be fairly easy, they're going to be modular as well. Here's an update on the Fire Hydrant...I think I'm done with the high poly, I ended up connecting the pieces together...