I am new to 3D modeling and I have a question, bare with me though as my English is not entirely great. Could you give me an example of when I should use a displacement map over a normal map or vise versa?
Is there a way to remove some of the map types from a project? After I got going with a large project, I realized there are some maps I don't need. For example, gloss and AO. Is there a way to stop generating these maps? It uses ram for each map generation.
Hello everyone! I have a question about loops in 3DS Max. Is it possible to do loop deselection in it? Here is my example why i need it. I need to deselect faces that is going straight down. Ofc i can do that manually, but come on xD.
Does anyone know if paths within maya modules can be made relative or what 'interpreter' maya uses to parse the module file? For example: + MyModule 0.01 $MYPATH/Modules/MyModule Variations in the path syntax (%MYPATH%, ${MYPATH}, etc.) don't seem to work. Thx, Sin.
I would suggest learning the landscape system in Unreal, and using it for the bulk of the terrain. You can then spice it up with detail meshes. The craters for example can be heightmaps imported into the terrain, then embellished with detail rocks and/or cliffs.
If it was me, i'd look at the modeling of the object in question. I'd try to keep all the lines straight while making this curved design. Hope it helps, that should be the fix, here is an example draw over for you to understand.
The cloth folds can use more love in this character the hat is also stil to plane. Here is a ref example from harrypotter and wow. Btw did this character come with concept art or is it based on a personal concept?
on your last character the survivor the low poly is not working because you wanted everything to be quads and in doing so you lost the silhouette of the clothes. Here is a good example on game topology . https://www.artstation.com/nimlot
Looks good. I've seen some artist who do untextured sculpts like this sculpt in the iris and pupil. One of those freebie models in zbrush lightbox has an example of that. Gives the characters more personality.
To be honest this sounds very unlikely to me (although definitely possible). At Creative Assembly for example we have something like 200+ dev staff and to my knowledge not one of them does only sculpting work.