Hi there. I am currently struggeling with baking perfect normals for hard surface objects in Xnormal. I am currently using maya 2012 and would be really happy, if someone could help me. This is the low poly object on which I want to bake my normals The high poly was done in maya and zBrush. The Problem is, that I get some…
Hello, I'm trying to create this pattern in Substance Designer but every time I try to tile something diagonally, it shows incorrect results. Any help would be great
Most hiliarous shit i've seen in a while. http://www.youtube.com/watch?v=HKSVXp03Ytk&NR=1 http://www.youtube.com/watch?v=AaoRUOYEEfs&mode=related&search=
http://www.theindychannel.com/entertainment/5417670/detail.html just one more time so I can actually see them live. Admittedly, without Syd, but still. PLEEEEEASE.
Hello all, I'm fairly new to creating normals in Substance painter, let alone creating normal maps at all. I've done it once or twice in the past in Modo using the in-program normal baking, but there's a project I want to work on for a game and it requires that I know how to make normal maps. I've tested it out so far in…
Hi, I am having a problem with UV. So I was given a low poly obj. that already has a UV that I must keep. My task was to detail the fabric piece with texture (alphas, sculpting) in Zbrush, how I did not know the UV was already there so I used zremesher early on to make it easier to sculpt on. Since I changed the mesh, the…
Is it possible so the bake in the second photo using substance can be done in such a way that its viewed the same way as it is in the first image? This is for first person so the player would see the details at the angle theyre looking at it from if that makes sense.
After putting an old Chen set idea on hold a while back, I decided morphling is seriously deficient in attractive and powerful looking gear. So this: Feedback appreciated, I'm just about ready to take it in for an attempt at sculpting (after I fix some of the messier geometry), which I am rather slow and quite terrible…
Get the decimation master plugin for Zbrush. It'll reduce your high poly right down while retaining all the detail. Then you'll be able to bring it into max. Only your low poly model needs UVs. For your first bake, make sure that none of your UVs are flipped/mirrored or overlapped, for simplicity's sake. The baking process…
For my scene over in P&P I've been using a temporary light setup of 1 Dominant Directional light. It was something that A.) I could get to bake and B.) Was enough for me to see the environment as I worked. This week I am putting emphasis on establishing that scenes atmosphere and I am tryin gto get NON dominant lights to…