That's awesome, @Geausselain! Glad you kept at it and was able to get it wrapped up. I think you did a pretty stellar job on it overall, the shape is there and the colors are working well. The place I'd recommend looking more into is how to use channels other than the color to bring a bit of variation to things. Right now…
Oh hello, I want to put an UV shell so that coordinates overflowing the initial 0-1 square pick up a mirrored version of the map. I have learned this is called MIRROR, where things seem to default to WRAP (maybe CLAMP?). So, where do I enable this mirroring? Using 3dsmax 2011. It's probably REALLY simple, but I can't find…
Time to start the 2012 project! Well one of them at least. I was looking through my portfolio and figured I should do a building asset that is built with a ton of tileable bits and pieces. I'm hoping this will be a huge learning experience for me since I haven't had to build to many things that are tileable or modular in…
I use zbrush's warp mode and a premade tiling plane to create square tiling, sculpted textures (this method https://www.youtube.com/watch?v=e04k4Cz8UBo). However, I've run into a problem when trying to use the same workflow for non-square textures, say 512x2048 for tree bark. I know I can up the warp mode from 2 to 4 to…
I can't remember which game for sure, but there was recently an image shared from God of War or Horizon Zero Dawn where the characters forearm is essentially just scaled inwards to avoid clipping with forearm wraps. Probably varies a lot depending on the game, it might not be worth it in modern games to create and manage a…
Brandon.LaFrance -- Thanks! I enlarged the head quite a bit. I really need to block in some hair so I can see the head with all the volume from the hair, but I think the enlarged head helped a lot! Your model is looking awesome so far. The concept has four fingers compared to your five. I personally like the five, but I'm…
Been doing some pre-pro this morning. Here is a more formalized asset list: Asset List Bldg_Gallery_Base_Corner Bldg_Gallery_Base_Middle Bldg_Gallery _Corner Bldg_Gallery _Middle Bldg_Store_Entrance - Just the entrance, no supports, will reuse on long side Bldg_Store_Corner - Is just the corner support…
Hi! I'm working on a video game project by myself at this time, and one thing among many that I've been doing recently is creating a cartoony eyelid material in order to control a character's eyelids through a material rather than the usual polygonal eyelid. This is to make things easier to work with for this kind of eye…
Hey All, This is my personal work i started long ago to learn Zbrush live boolean workflow and ended up making it with final texture and game mesh. i tried to make it used and made some smart materials while doing it which i will share soon. I am planning to add more skins for this and some gillie wraps on it later. lot…
To anwrap a mesh to another mesh existing UV you just need to project that UV from one mesh to another . Both Maya attribute transfer, Max projection modifier and Blender data transfer modifier can do it. Sometimes it may take a few manual fixes around seams although . There is also a special soft that can directly wrap…