Do you mean you pack all the props into a single non-overlapped atlas uv layout? Why not pack these props all together before you start texturing? Also, what software are you currently using for each step?
Hey @SweeTing ! I realize you asked this quite a bit ago so apologies if it isn't still relevant, but I wanted to chime in to provide some insight on this. I've been where you are now. At times the ideas are flowing and other times the well runs dry, it can be hard to overcome! When it comes to UI, the easiest place to…
Did touch ups and tweaks to the raw hand and the face. Got work in on the arms legs and the flesh glove. This has me thinking... I will forever be amazed at just how much you can get out of a 2k texture. Can probably start texturing the actual clothing next. Might start with the crown.
I'd like some help from the community, if you have a minute! Could you bake normal maps from these models in the software you're familiar with? * 3ds Max [done] * Maya * Blender * Substance [done] * Toolbag * 3D-Coat * Cinema 4D * Houdini * Modo * Xnormal [done] * Knald * (others?) The intent is to show the baked result in…
Looks like you started with a too high rez. Unless you are experienced the work is always going to look like lumpyvill. Start low, get the layout right, then go in and define the sculpt. Just my opinion, but concentrating on separate body parts as a study method leads to unbalanced learning. You can see this at times with…
An Atlas texture is a file with all the textures in it. For example the albedo. If you want to use trimsheets you just need to do the UVs over the image. Is compatible, you could do an Atlas of the trimsheets. In that image what is reusing is the geometry (albedo, normal and everything) of a wooden plank or a log. You can…
You can generate normal from mask in PS and then combine it with car normal. Or model all the details on temporary mesh, properly bake to plane and combine using substance. Depends on what software you have and how much time you want to spend on it.
Version 2.01 Adding objects to existing Mash_Repro nodes will give you an message. Removing objects from existing Mash_Repro nodes will give you an message. Adding nodes will also prompt with a message. Click to add an Offset node Alt click to add an ID node Shift click to add a Random node. Ctrl click the Mash UI button…
it's a cool idea but you need to work on your anatomy. In Zbrush you have a great ecorche model that you can use for reference. They eyes are a bit wonky and the musculature needs work. Good luck!