It's also good to set a morph target before you apply the alpha, so you can quickly add variation and wear to sections of the applied alpha just with the morph brush.
Hey guys, Just a small update with the logo applied before I start to tinker with the LP :) Updated Logo ZBrush beauty render with the logo applied. Comments and critique are welcome :)
ask them if it's the right test if you weren't applying for an animation position. i can't see why they would send you an animation test if you weren't applying as one.
I imported a model made in Maya and Zbrush, and I am having some issues with some sort of artifacting on the model This is the model with no textures applied, this is where the problem is most apparent This is the model with textures Diffuse, Normal, and Glow Maps Applied this is the normal map
There's a way: Object space normal All usual caveats apply, but it should work in this case since you're applying something baked on a flat plane onto other perfectly flat planes.
I've applied to this position in the past, but my resume/location have changed. Is there any way I can update my information? (I'm getting notification: "You've already applied to this position.")
i'm not using a high poly in the light map bake, simply applying the normal map, that looks good, no seams when applied, and then baking the material and light information as seen in viewport into the texture
Looks fantastic. But the glass is just a plane. What you should do is apply a shell modifier and apply the needed support edges. Then subdivide. Also, use reflection cube maps or something.