No, in the end i came to the conclusion that this tool is great for its cap function and the fact that you can relax a mesh on a surface, meaning i can quickly make a low poly in the really general shapes, subdivide it, and then relax it onto the surface. The rest of the functions are a little bit like the ribbon and the…
In a game environment, if you want the directional and in-directional light show up properly in the normals you need to store color and intensity together for each direction. (3 per surface) If you separate them (2 per surface) you will get the intensity of the incoming light displayed correctly, but the color will be…
You mentioned earlier about having trouble normal mapping insets onto low poly. As a general rule just don't model them at 90° angles to the surface, which is a natural and common mistake to make on those kinds of things. They should be modeled more like _/¯\_ or ¯\_/¯ not like _|¯|_ or ¯|_|¯ on your high poly so that they…
I have added the videotut. i'm looking for a different kind of script that do all automatically. It have to select surfaces surrounded by fillets recognizing them and apply to this surfaces the local interpolated normal.This will really speed up all the process. Sadly this script is only in concept stage all script i have…
Max quad didn't work, it just scrunched up in the corners. The blending wont work, because its not a random texture, its a fiber like/consistent texture. Would there be a way to do this in Zbrush? I thought not because the texture projection is flat unto the surface versus curved along the surface. If there was some way to…
My cheap hack approach to rigging that up would be to set the eye bones a little farther back down the body of the creature, so they rotate along the surface of the eye with a "flatter" arc. You might even have to move them outside the surface of the mesh a little. Try it this way if you'd rather use basic rotations to…
The bright white highlight in your first image may be an incorrect reflection capture. I suspect it looks correct in the third image because it's using a different reflection probe. You can use the reflection viewmode to look at what your surfaces are reflecting. This can be solved by placing more reflection probes in your…
Great progress! Some of the armor pieces are lacking some definition, like the plate around his hips. It looks soft and pillow-y compared to the pieces on his chest and shoulders...almost like it's unfinished. Maybe the edge bevels are too exaggerated and the thickness is too uneven? Similar thing with his helmet. It's…
Update! I've started building the base for the Mantis Smart Materials, to make sure that everything is consistent across all of the Material IDs. I began by starting with the Torso, as it had the largest surface area of them all, so I figured that if it works on that, then it would work for all the other parts as well.…
Greetings! I have work for those who may be looking. I have a project that needs to be completed by the end of the year, but not enough modelers to finish it. Its mainly hard surface modeling with PBR materials. There is creating new assets and re-topo of current ones. I'm looking for 2-3 full time generalists that can UV,…