@Klunk: The problem with projecting/transferring the actual normals of a mesh is that it's a closed surface (at least usually, maybe you could break things up into many smaller units, but then you'd have to manipulate those somehow). Imagine you want to comb your vertex normals sharply in one direction over a larger area:…
Excellent points. Thanks for the reply :) . Im now getting more into environment work and it is hard to sometimes take it one step at the time, like you did you know. Often when you want to start something you see stepp 99 or problem 99 instead of step 1 first and then step 2. If you catch my drift ;)
>If nothing else, start making your own titles? even if some Fairy Cousin would pay all the bills while I'm making my title, the fruit is not worth it. They wouldn't behave that way if that was viable. Mic's next step is to buy Steam so that they could just clear the shelf of the competition. Sure, you can sell your stuff…
Hey there, everyone. I just started using Zbrush 3.5 R3 recently and so far I really like the app. Now, I was looking at a step by step tutorial of "No More Wine" on pixologics website. I followed the steps as best I could on the Part 1 video but came to a stop not even up to a minute of it. I did every single step exactly…
here goes my soldier step1 step2. added weapon,armor and backpack details step3. texture now i am stuck at this point and looking for ways to improve texture
Conor O'Kane's tutorial looks excellent. Thanks for the link! The difference here is that you must apply the same steps to both color map and normal map. One difficulty is that "flip" and "rotate" commands can't be used on a Normal Map. Orientation is important with normals; if you change orientation, you need to change…
@renderjhs: you're absolutely right, which is why I decided to just go ahead and take some screens :) step 1: pick the object you wish to render your normals from: step 2: enable the comb Normals button. this disables buttons that would screw up vertex ID's and other script functions step 3: comb your normals! step 4:…
I'm currently modeling a red valentine aglaonema plant. I sculpted, baked, and textured onto cards several variations of aglaonema leaves. My plan was to model out cylindrical stems and attach the leaves to the ends, but leaf cards are just too skinny, making me need to make the stems skinny as well so i don't just have a…
step 1: Punch yourself in the nose as hard as you can untill you start bleeding. step 2: walk up to a wall, make sure you are between 6-8 inches from the wall. step 3: BLOW AS HARD AS YOU CAN! Stop picking your nose hooker. Looks good. I think they may need to be darker to be applied on a surface but i'm sure they'd look…
Hello everyone, I am trying to step out of my comfort zone lately, trying on more organic textile texturing as compared to my usual mechanical/ hardsurface ones. I’m currently stuck on the Engineered Mesh section of this sneaker. Specifically, I’m struggling with how to achieve that layered, breathable cloth look where you…