I've been working on this little graveyard scene for part of my senior project. I originally had a much bigger scene in mind, but decided to trim it down so that I could just focus on making a handful of props look really good instead of a whole scene of mediocre ones. There is still a bunch that I'm working on and I'll…
I'm trying to delete part of the mesh I extracted from my body mesh to use for clothing, when I try to delete it the inside of the mesh loses thickness, see the rim of the sleeves compared to the deleted area, and it also gives this double/ inverted normals issue I try to extract instead of deleting given it's not working…
These are good questions to ask. Don't know what the original questions were. Normal map baking depends on the asset. "Hero" assets often get a unique bake, while set-decoration assets can share pre-baked "trim" textures. Quads are only useful during authoring. Ultimately all game models are rendered as triangles. For…
Couple things that might be giving you issues: 1) Low texel density leading to low res looking bakes. Utilize mirroring, overlapping, trim sheets or breaking up your texture sets a bit to resolve. What is Texel Density and how to master it 2) Hardened (sharp in Blender) edges that aren't UV seams will cause artifacts when…
Using trim dynamic brushes and some Boolean processes will help carve out the shapes quicker, should be easy to find on this site or on youtube / video sites. Another process i mention below. So you are using zbrush, with that in mind i'd look into ZREMODELER tutorial subject videos.
Then utilizing this thread's…
Large blocks of italics induce nausea; you don't want your readers vomiting into wastebaskets instead of reading, right? In reading, it feels like you've thrown in a bunch of big words without considering their definitions and usage. A lot of the words you've used could be trimmed without changing the actual content, and…
That's a bad excuse in my opinion. The assets are already made high quality, and then trimmed down as needed to optimize it for the console. So it's not as much extra work since the PC already got more then consoles in terms of quality, meaning they already using some high quality assets. I just don't feel like they should…
The eyes are a bit crosseyed at the moment. I also think that you should try and push the likeness on the face a bit more. I would focus back in on the eyebrows, the lips and the nose. I think those are the areas that are currently throwing off the likeness the most for me. Also I think her muscle is usually more tone than…
Thank you all for the input! I will be working on it tonight when I get home... however, my knowledge is all over the place with 3ds Max. It's like a really fragmented hard drive. I know how to bake and a few other tricks, yet there are some really simple beginner things I don't know about... mostly workflow stuff. That…
Yay more stuff from paul! Glad to see you touch upon tilling a little bit, making unique high poly meshes is all well and good for "hero" pieces, but I would figure for a scene that big you guys probably used more tilling trims than anything else, i would bet. Seems like some really smart modular way of doing this kind of…