I saw some examples how to bake material from Zbrush into texture from hipoly model on it's lowest subdivision level here http://sebleg.free.fr/tutorials/zbaking.html But I need to do the same trick only with my new retopologed model : (low poly model already has UV coordinates) Any ideas how to do it ? :D
Quick question reguarding Substance Painter. I accidentally clicked out of the menu that allows you to add a colorID map, AO map, etc to the mesh. It's the menue on the left hand side. How do I get it back? I tried reset UI with no luck. I thought about Googling the problem but I do not know the name of the menu to begin…
Hey, guys. I recently had to make a low poly bandana out of a cloth simulation. I spent a while scratching my head at how I was going to retopologize and bake something that was folding over itself with tons of wrinkles, before I came up with this method. Hope it helps someone else out there. Software used: Maya, XNormal
Hello guys, I am a 3D sculpting artist making likeness sculptures and I was wondering if anyone can advise me as to how to sculpt this kind of hair ? what is the technique behind it? Thank you so much in advance to anyone who answers.
How do I convert this curvy UV into a rectangular one without messing up the UV? I've seen UV's that are rectangular but look perfect. Is a there a program that will auto convert the left to the right while still making it look good with a texture over it?
Ah got it, skewing errors albeit also important to note how 'waviness' may arise without understanding averaged normals and ray projection. I might also add this Blender workaround as well and afaik Cycles engine, a path tracer is CPU reliant.
The approach seems different but after using both you might find its really not all that different at all. I would say the biggest difference is how you look at the shader tree and how mesh layers work, but thats it. At the end of the day, they are just layers with objects in a scene, and theres a layer system in maya for…
that cape is hot!!!! And not a prob man, glad my nonsense made some sense haha :) One thing to try on the next bugger is to maybe pull back slightly on the contrast between shapes. Check out the Warlock Season 8 pvp gear (omg so fucking good) and look at how smooth some of the shapes flow into one another. If you look just…