I sculpt and painted him in ZBrush, made a render and sent to photoshop. Then i gave him some photoshop steroids: And i cut him in pieces. - - FeedBacks?
Hi! im new on substance designer, and im trying to figure what should be a good workflow to work with detail maps(where you put a tileable albedo and normal for extra details), using this software. Im working in assets for a realtime project, but im using ogre 2.1 and blender (So, i dont have anything like the node editor…
well its a bit late,as I first played the game in 2003, but finally I finished it. did it in about 3 days on and off. noticed kevin johnstone did the character work) bit disappointing overall, the textures sooooo low res, even on highest settings. I might play some more old games now as I can't even install gears of war.
@JordanDaushvili There's a few thing that can cause this baking error. Since the mesh already has hard edges, UV splits and UV padding then it's probably a ray miss caused by the bake settings. If you're using Blender to bake normals with edge splits: you'll need to enable the cage offset in the Selected to Active settings…
An action movie that looks BADASS! and dont go talking about story because we all know no one watches movies like THIS for the story. [ame] http://www.youtube.com/watch?v=wv4PfF2ys-4[/ame] /discuss
Actually there are still a few different options for laying out edgeloops... Lots of people use the same head mesh and just fit them on top of various sculpts. This is of course for re-usability as you can quickly produce relatively good background characters quickly, and also for some hero characters. But usually you then…
I want to start designing women's shoes digitally. Zbrush is my program of choice. My main question is, does anyone know of a tool that can help me get measurements/proportions right? Like a digital foot mold I could build the shoe around? I've thought about using a model from DAZ but I'm wondering if there's anything more…