I don't think you are going to find a specific tutorial for your needs, you will have to do like others try different things, you will learn much more if you find it out yourself than getting a tutorial in your hands.
Thanks guys. What do you mean to watch 3ds max tutorials. but doing in Maya? Cuz i can't find good hard surface tutorials for Maya, but they are lots of for 3ds max, so i am not sure if it's good or bad idea
Try multiplying you height map against the world normals. The image is from a tessellation and displacement Tutorial I wrote a while back. Tessellation Tutorial I find that using world normals gives a more consistent result than vector transform.
hi poopipe i have moi 3d but the fillet its bad they don have much tutorial on you tube .... if you or any one how to install fusion 360 on portable usb there no tutorial on youtube if you know about that could be helpful
So, maybe a bit late for some of the splashartists out there, but if anyone is interested; I've created a step by step tutorial for creating splashmeshes. From empty Houdini scene to finished effect in unreal. Check it out! https://sidefx.com/tutorials/splashmesh-houdini-for-games/
You can check the bow rigging tutorial at CGMasters http://www.cgmasters.net/free-tutorials/bow-and-arrow-rigging/ . It's done in Blender and involves a few more bones, but the end result is very nice to use. Perhaps some of the things shown here will be of help?
Here's a pretty dated tutorial on how to extract your matcap details, but like cryrid said, visual quality will probably not be as good since many ZBrush materials react to lighting in realtime. http://www.zbrushcentral.com/showthread.php?36229-BAKING-MATERIAL-IN-ZBRUSH-tutorial
[ QUOTE ] If it's problem with the texture, this little tutorial shows a quick alpha mask trick and how to fix the background. [/ QUOTE ] I think he has done that already, but as a sidenote to that tutorial: wouldn't it be actually be better to decrease the alpha shape by one or two pixels?
Really nice likeness man, nice work. Did you follow any specific tutorials for the skin rendering itself? I've done the Tom Newbury rendering tutorial in Arnold and Xgen but I still get some problems when it comes to the SSS etc.
How about using more modular assets? Perhaps, using modular assets would save time and it would make better quality rocks. I have a nice tutorial website which could be helpful for you. http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html