I've managed to find a fairly good solution for this, which requires masking and a bit of trial and erroring. First off, I seperated the lower and upper lip slightly as previously suggested, in Blender. Then imported this back into ZBrush. Now I masked off the most problematic parts where the geometry intersections happen…
That's true. Though at the present I think the majority people prefer not using root motion. Last freelance I was asked to export cycles for UE4 both in-place and with root motion. I don't know. though I doubt simply reversing the mocap data will get you the best results. I think part of all this comes from confusion…
Hi ya guys. I hope this thread is suitable for reporting a crash and some other worries. When I load the project file it does open all the documents but my mesh doesn't load in 3DO or when it does, none of the textures load on it. Trying to link them using the 3DO custom loader yields nothing. If I boot up 3DO only…
To do this in Photoshop you need to use a smart object, multiply-blended groups, threshold adjustment layers and clip-masking. (Source image was this.) The layers needed (I actually used more for the above): (1) Group folder, always in Multiply blend mode. (2) A Threshold adjustment layer with the threshold set to what you…
Update, I fixed it for the most part, i was watching an arrimus 3d video where he used a higher poly base mesh to bake on and then transferred that texture onto the final low poly. so i added a turbo smooth with smoothing groups turned on to my low poly, used that to bake all the maps, then saved them off and applied them…
Why use something that doesn't offer a smooth workflow and which is expensive? I don't want to spend 10 minutes trying to get a correct masking to paint my RGB map, why should I, can't I just press one button to mask an area a la Mudbox or ZB style, and left go of it and paint in color next with the masking mixing in my…
Hi guys I wouldn't do it the way you suggested ScrotieFlapWack, that would be quite inefficient to use multiple UVs. By Material ID's I mean splitting the model in Max up into material elements, like you would if you were to use a multi sub object material in Max. Doing it that was means that when you bring the mesh into…
This is a tremendously broad question, but I'll take a shot at it. Lighting and composition. As others have stated. Tiling textures. This is a large one, but learn how to make tiling textures with values and surface details that will work well with a defined palette. Use of photos with good color correction, sculpted/high…
Aye, t'is a pain indeed, especially if you have to keep changing the pose. Best I can think of is to just auto polygroup it, then hide the large parts so you are left with the small ones (and whatever else you want) and then 'group visible', so that way they are essentially just one selection. But I don't think those…
Hey, slightly odd situation but I found a 2d concept of a character and decided to make it in 3d just for a portfolio piece. After I finished the 3d piece I emailed the 2d artist with the usual speale of "love your work, wanted to make your 2d piece in 3d for practice, all for non commercial use etc" and sent over a final…