i hope this question hasn't been asked before. maybe i'm a fool, but i coudln't find it. i've made a high poly model, separated it into sections, and zbrushed each part. i then brought peice by peice back into xsi and normal mapped each one, and then stuck all the normal maps together in photoshop and fixed any simple seem…
I am a programmer by day and a 3d modeling enthusiast by night. However, I have always felt that I don't really have an artist's eye. I've always felt that what I see on polycount far surpasses anything that I will ever be capable of doing. I still enjoy modeling, but that feeling of inadequacy is always looming over me.…
(with this example I'm only worried about the 'paper' parts of the model, Im not worried about the metal bits, they aren't a problem) im making a paper lanten, it was going to be part of that Artstation challenge, but I switched to some other objects instead. so here is the problem. i made a paper material using Substance…
(not mine, came across this and thought i'd share) http://hocuspocus-studio.fr/tools/product/meshinsert/ Features : * Main Path and quick subfolders access. * Create & share your own Assets library. * Quick asset export. * Visual library. * Resizable window and icons. * Automatic Filtering depending on your face selection.…
Here's some tips Since this concept artist is brilliant and obviously started from a 3D sketch, you can pretty much align everything perfectly (as you can see.) The way I have it set up is I have a Camera Map (WSM) modifier on top of every mesh object's stack. If you naively set this up as a 100% self-illuminated diffuse…
^^sounds about right. Your software choices make sense if that's what works for you. If you really want to handle a "content creation pipeline" though I think you should also be spending time on the actual art direction if you haven't already, as well as making prototype artwork to see how the actual game itself is going…
Yep you can do morph targets after you skin, just make sure the morpher modifier is under the skin modifier, that's the beauty of max you can apply modifiers out of order and drag on modifier under the others if you need to. It's been a while since i used morph targets. But i think you can do it after the skinning. As long…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
For cheekbones best will be to study few skulls so you can understand underlying structure or you can explore your face in front of a mirror Base of the nose is part that help it blend with the rest of the face on the reference is dashed red area , you need it to have a proper transition You can use real ppl and stylized…
Texture Process / Personal Art Style Definition & Basic Overview of Asset Creation To define an art style especially for a team of individuals that share a vast range of abilities, especially in sculpting and high poly modelling and generating both the normal information and the other maps associated with these workflows…