Sometimes i get flipped faces, so you can check that by going to the object name (if you labeled them) selecting it and clicking the back-face option on the left. (For me) they come in usually normal flipped, If you tried all other options you can try this one. Notes : you have to fix the issue, clicking that option will…
Generally, you want the shapes in the high and low poly to match as closely as possible - this means that often the low poly will either be exactly the same size or both slightly bigger and smaller than the high. For something like a cylinder, the low should intersect with the high in a vacillating pattern. Here's an…
It remains an interesting discussion :) All valid points. But may i add that there is not always a senior artist around that will lead you? Not everybody works at AAA titles and in big teams. From my experience most aspiring game asset artists usually even starts their carreer with the small jobs and working with hobbyists…
As far as I remember a quick fix for this was exporting all as fbx to Blender and import it back from Blender to Zbrush. it makes it all be rescaled to default standard 2 scale at import. and wrap mode starts working as usual. Should work with other 3d packages my guess. Well, untill it's too hi res alredy . Then merging…
The first thing you need to do is make a budget. Find out what eats most of your income. What are your expenses, what you spend on fun, is there money left over for you to save. Find out how much you spend on fun, and see what you can cut. What I learned through from my experience was that one, don't count on making more…
Hmm our weapons modeler takes around a week for a hipoly gun i think, depending of its complexity. It's the same guy that did the UT series guns. I'm guessing UT2k7 guns take about the same since it's pretty much the same stuff we're doing. As for hipoly topology, there's quite a few ways to approach things, mostly…
The shading depends on vertex normals. Flat thing should have them same directed . Typically 3d packages control vertex normal on their own but with lots of tiny long triangles errors usually happen . insetting or beveling or face weighting are just ways to help automatic algorithm. You can do same manually too. Like…
I've had a bit of time to start playing around with normal maps again. Full disclosure, I run the Surface Mimic site, but I'd appreciate some help gauging the usefulness of matched color and normal maps, maybe even ones that tile. Normal maps are excellent for some surfaces that displacement maps can't easily handle. These…
I don't have a lot of time on the side, but when I do, I'll work on this as much as I possibly can so if you don't see a response right away...you'll know why lol. I'll start off by tellin you what I'm aiming for and that's around the 8-12k mark for the exterior of the car and I do plan on modeling the interior as well :D…