Hiroshi, the main character in my cartoon "Dragon Weaver" is done!!! This is all i can really do, and care to spend time per character. Good old fashion box modeling, nothing ground breaking though...It represents the art well, and gives the silhouette i want. NO SMOOTHING GROUPS yet and the arms and legs are stiff…
@Priscilla_CM I really like the way way you have everything blocked out so you can go further into detail. A couple things I would comment on is the bucket, the accordion thing in the back, and the fabric that goes around the rolls. For the bucket to give it more of that stylized look I would say make each plank a bit…
How can I improve the topology especially around the nose. It's getting a bit messy and more complicated to manage the geometry. There are some poles created which is a bad sign and the smoothing doesn't look good either at a certain point. The level of polygon density around the nose is about satisfactory for what I want…
Well, maybe, but I'd be very curious to see any case where such a convoluted post-process (involving somehow fetching the normals information from the "other side" of an edge, converting back to the proper tangent space of the initial side, and feeding that into the padding of an island edge) would have any impact. All…
Face-Weighted Normal Modelling Workflow for Large-Scale Environment Props Hi again. I'm going to use the jet engine that appears in my finished scene to give a run-through of the Face Weighted Normal method (FWN from here onward) used to model the large props. To see the FWN workflow in practice, check out Star…
A fully functioning military compass for a land nav simulation game. This is the game model, I gonna make a high version in zbrush and boolean out the ticks and numbers along the ruler, then I'll bake it and texture. It will be used in Unity so I have to find some magnifying shader for the peep sight. The mils and degrees…
I'm looking into integrating Marmoset baking into my workflow but I seem to be running into some issues from going to app to app. I have my preferences in Marmoset set to Mikk / xNormal as default. Just for testing, this mesh is a single smooth group, triangulated. The first example on the top is baked inside of Marmoset…
Hi guys, I know this is a pretty common problem and I've seen tons of discussion topics about it. Just wanted to venture into it again to make sure I'm not crazy. Keeping in mind I haven't done this in a while. Anyway, I'm getting black lines on my AO and normal map. No smoothing groups are added and uvs shells are not…
Hey guys, i've started to get into the texturing aspect of 3d modelling and i'm a lil lost. I have a few questions I like to clear my doubts on. 1. Say if I model a toilet roll and part of that toilet paper is dragging its way down ready to be taken off and used. Can use a 2d transparent png texture for the part of the…
Hello There! Im seeking help on this matter, since could'nt figure out it by myself. I sculpted a T-Rex via Dynamesh and created a low poly from it by using the Z-Sphere+Rig method. The Lowpoly got a UV Layout in 3ds max and was reimported into Zbrush I then projected my original Scuplt and Polypaint information onto the…