That's awesome! The model itself looks wicked, but imho the texture might be a bit too colorful.. like there's something too much in it, I dunno if it's the large white part that makes it or what. Anyhow, it's only my opinnion :f Kinda off-topic: I'm trying to do a high-to-low-poly test with a character I'm working on, so…
The shoes should capture the normal map info of the laces just fine, I think. I don't know how you intend to bake your normal maps, but I see a lot of quad faces that seem bow-tied/twisted. This isn't so bad if you render from within Maya, but if you use Xnormal or something like that then it can triangulate your model…
Are you using Mental Ray? It fudges up edge padding like nobody's business, it also messes up the background color of normal maps. It's total garbage makes the results unusable, at least in Max2011-12. You actually need proper edge padding, especially for games where the textures mip-map which is most games. I personally…
Only problem with this is it will darken any wide bevels you have, which isn't exactly what you want. A faster way is to just copy the blue channel and do an Auto Levels on it, then gaussian blur it by about 0.5 or something. Less effort than doing the fade/multiply thing a few times. I also like the technique of using…
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features. The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and…
So it's been ages since I posted. I have been working on this in my spare time, but have been pretty busy at work. Hopefully I will at least get the exterior finished by the deadline. I have spent the last month refining models and UVing like crazy. I also spent some time on some substance Design and CE3 Tutorials. And…
If you're using xNormal to bake out these normals, it's going to have a hissy fit about those duplicated meshes and stacked UVs. I'd suggest a different approach, by first deleting anything that's duplicate so you only have one copy of each unique mesh. Then, bake out your normals using only the unique pieces, and then…
Awesome i got it to work, thanks a lot guys! I indeed had the change the projection cage. Still have two questions about it though. Should i really leave space between the 90 degree angled faces on the UV map, it makes things harder to texture properly. I guess i have too since the normal map will bleed a bit i think, or…
I created these two busts after starting the new Ranma 1/2 show on Netflix. They’re modeled to resemble two shots from the original opening! For this project, I used Maya for modeling and rendering, with toon shaders inside Maya to achieve the final look. I then used Substance Painter to create masks and textures for the…
Hi guys, I've been away from 3d more than 3 years I think, I'm coming back at it now but I'm unsure if the tools I used in my workflow have became obsolete or if they are still relevant. In the specific are xNormal and handplane still relevant or have they been replaced by something else? Also, what tool would you recomend…