Hey, Ski! There's a lot of variables to getting the masks to come out consistently if you're using another tool to bake your maps. Did you allow xNormal to bake your cavity map? 3DO expects a curvature map, which is a bit different than the input you provided - but it will create one for you. If you're using a high-to-low…
I love this. The execution is really strong, and the prop work and modeling are great. Overall, good job.I freaking love Lisbon and Portugal, and I’ve wandered these streets a lot, so you really captured the vibe. One thing that can elevate good work to fantastic work here is values and tonemapping. Let me visualize what I…
Hi folks! I am looking for somebody to help me create many (probably hundreds) of renders. I have a collection of many STL miniature files my company has created, and an existing Blender scene and material setup for the render. The job consists of importing and resizing the STL files to fit in the scene, assign the…
I'm new to ZBrush and learning a good deal from just simple brush testing but I'm looking for a brush that will allow me to crease topology. At the moment, I'm deforming a clean car buy using the move topology in a low deformation and then checking it out in a higher setting, but I'd like to be able to crease some of the…
Hi! I need to create something like these for a game in Unreal. I would like the text to have actual depth, and detail because the player can get really close to it. I'am doing some tests, like in the image below Turned out nice, but cleaning up the 3D text is very time consuming since I have to create around 10 signs like…
A) I have a zombie character mesh that is already skinned to the biped... I'm wondering how to create dismemberment animations, for example cutting off the head or limbs, or perhaps slice the zombie in half across the middle (example video (gore warning): [ame=" https://www.youtube.com/watch?v=Zz_vrbUCCvg"]Kung Lao's Buzz…
Hello all, and thanks for letting me join polycount :) I am at the moment trying to get better at creating game assets, and while my modelling techniques are somewhat decent, my texturing abilities are not. Over the last few days i've been trying to create a base texture that looks like this: But i've been failing…
I'm curious to what technique everyone uses to create textures like rock or terrain? Do you hand paint yours? do you apply normal maps? Personally i'm trying to figure out what the benefit of using certain techniques are. For example the way i texture my models right now is simply modeling, uving, photoshop, then bringing…
after I inserted an xref file (using drag) into scene, I want to make some instances from that file using shift+drag. but it only makes instance from root dummy of xref. I tried to insert xref from application menu, as I need to control all imported instances by one object(such as a dummy) so using "xref objects" is not…
Diving into my first environment piece using Unreal Engine and I have a few questions. I've really only modeled bigger props before and have started to use Substance Designer recently. A few questions:1. What size textures are usually used for walls/ceilings/floors?2. When UVing a room, do you UV the wall/ceiling/floor…