@rollin - you are welcome :) @poopipe You can also untick in the asset inspector the "compute tangents" option and for one asset it was good enough (actually do not know why), but the best solution (and so did I for all) is to make proper oriented UVs. I always thought the most common way is what I did, to add an…
Update#5 I have completed the retopology and UV mapping for the clothing. Although this is a game asset, I want to ensure it has a high level of detail for close-up shots. Therefore, I decided to maintain slightly denser geometry and increase the texel density to about 25 px/cm. I am currently deliberating between two…
If you did a Freeze Transform on all your bone objects. 1. Turn on Autokey 2. Go to the frame you want to have the bind pose 3. Do a Transform To Zero operation. (In the Alt + Right Click menu.) If you did not freeze transforms. (This only works on the bones if they are not rigged.) 1. Turn on Autokey 2. Go to the frame…
Your damage isn't really telling a story at the moment. It's quite a bad habit to just add rust and scratches without thinking about the why. Think about how the ageing of materials develops over time and where scratch marks are likely to be, ie... you might expect the door hinge side of the door itself to be a bit worn…
Hello guys here is an update of my senior project. I did the top of the cliff where the demon will be standing on. It's the low poly with the textures and the high poly in Zbrush. Here is also an update of the demon, I blocked out the anatomy and basic structure of the face. I am only going to add a loin cloth and belt,…
hey dude ! nice block out man ! i like the first shot more. its nice. i did a quick paint over of some minor changes, mainly extending on what you already have :) That bottom have of the image is like the "first floor" of the warehouse. You can duplicate the machines you already have and place them there. theres no need to…
The blockouts for the vehicles have more geometric detail than the character, but I'm still doing a fair amount of work in PS. In the case of the quadcopter for instance, I did 3 renders with different materials (painted metal, rusted metal, chrome) and I then used masks with bevel and emboss turned on in the layer styles…
Thanks for the feedback guys, I'll fix that, I think I know what I did wrong there :P I'm probably going to change some of the props, probably "remake" is the better word for that but I am also probably going to add on in some way. I had some sections already being built to make it bigger, but never finished it. but yeah…
Did you put in your own curvature map or did you allow dDo to create one from your tangent normals? If you used your own curvature map, be aware that huge/large/big and possibly medium curvature settings will blow out like that until the next version of the Suite is released. The solution for now is to avoid using custom…
Did you used the second uv channel which has not overlapped uvs? Could you write down step by step what you did? Because it should work. You can try this: Duplicate your mesh, and add a push modifier. Write a small number into the push amount, something like 0,1 or less (depending on the scale). Now hit 0 or open up the…