Might help to think of it merely as a lighting issue, not a texturing one. So you bascially just create all your color textures as if they were fully lit, then let the HDR lighting handle the relative exposures for each surface, darkening or overbrightening them depending on how much light the observer sees.
Merged your two topics, this is really all about the same thing. About the DM you mentioned in the title, it's better for the community if you add a reply explaining the solution. This helps others that have the same problem, and find your thread. I would suggest not trying to throw a gazillion triangles at it and…
Hi everyone, as the year will soon be over we will start to upload some stuff we did over the past few months. As some of you may know recently a few artist friends/colleagues of mine and i merged to form a small group of passionate and experienced artists, due to the fact that often times studios don't want to outsource…
The block out looks good but whether or not it needs to be completely rebuilt depends on what the wire frame looks like. It may be possible to clean up the existing geometry (without having to manually rebuild it) by using merge by distance and limited edge dissolve operations. If the geometry is reasonably clean then try…
The type of game you're working on, and the relation of the assets to the camera will dictate which workflow is preferred. It's not uncommon for larger titles to use both - with texture atlases for objects in the distance (merged clumps to reduce drawcalls) and closer up assets using both more materials and tiling…
Hey thanks for the replies Cryrid and Kanga, it worked perfectly what you suggested. In the past I've always had problems with marvelous to zbrush weld points etc hence I wanted to ask for a better method. I suppose alternatively I could've merged the patterns together in marvelous to avoid splitting and still keep…
You know what I'd love? If Blender had a shelf system like Maya. Should be possible right? It's just collecting a bunch of python into a button you can click. Might clutter up the interface some but would be a decent trade off if it was just one click for things like 'merge in centre'. Would this be possible through an…
Okay so it's not even combining them in Photoshop, merely opening and saving again seem to make them have this result. Unless I'm using the original baked images I'm having trouble. I have no idea what is happening when I'm saving out of Photoshop. I've tried both TGA (at 16, 24 and 32) and JPEG now...
I don't see any real need to merge the two sections for the high poly model. The weld itself could possibly be a separate piece as well, which could help you avoid excessive subdivision on the rest of the model in zbrush. If you look at the last post in the thread Eric linked to, there's a nice solution for the low poly…
Yeah, in the end with the editing.. thats basically what I did. :P If there was some smart bevel tool, that'd cut the mesh on intersection, merge the cut's and remove the excess length, than that would be a huge help creating text like this. Again basically like a boolean. Example: Anyway was worth asking. =] Thanks for…