I prefer to make textures from photographs when possible . They just takes less time for comparable quality than never-ending Substance Designer tweaking. Still for nice roughness variation based not just on height /normal map details It's critical to have some easy and semi-automatic feature selecting/masking tool . Like…
First off Welcome to polycount! Now onto the criticism, do you have any more sources? inspirations? the 2 concepts pictures you give don't portray a lot of 3D information, theres no notable lighting and the shapes look rather flat, its hard to judge how the model is doing without knowing what it is actually meant to look…
Hi. Working on a gas mask this week. Here is the ref: Here is the wireframe before turbosmooth and the highpoly: I would love some feedback to help make it better!
This has actually been very educational for me as I actually see a lot of hostility towards a perceived AI advocate or sympathizer! LOL I knew that it existed but have only seen hints of it (I get that way when AI fan boys extol the virtues and greatness of it because they have a financial stake in it's success), I am not…
Hi all. I am investigating MASH proceduralism for my game-ready foliage workflow. I am completely new to MASH, but can't really find a tutorial example that covers the things I'm trying to do here. Currently, I am trying to use a MASH Network to distribute masked thorn cards along with a vine mesh. I know all the…
i can use both feature, but sometimes i cant decide in which case should i use them i assume i have to use mask if i create soft clothes and zmodeller is more effective for hard surface like armor or a helmet? lets say i want to create a Viking helmet what hides the nose and have 2 holes for the eyes with 2 horns, in this…