Complex automated retopology still hasn't really been cracked yet, AFAIK. It's by far the most tedious part of my job and it feels like the tools to do it are lagging far behind those made for modelling, UV mapping and texturing/surfacing. The existing automated solutions are great for doing quick tests, optimizing…
I've been using Maya/FBX and the materials in Unity somewhat reflect the options in Maya, if I used transparency or specular those come across to Unity, and if the texture is there and in a certain spot it'll automagically find and assign that as well. Strumpy Shader Editor is what you'll be using for node/shader creation.…
The 'gradient' is the normal map attempting to compensate for the smoothing on the low poly - so if you have a giant smoothing error across a flat surface, the normal map will cancel this out to give the impression of a flat surface. This works as long as the tangent basis is synchronised between your generator and viewer.…
Just wanted to chime in to say that even though the mx518 (and siblings) are originally designed for right-handed use, they actually are very confortable for lefties too. I have rather large hands yet my pinky and ring fingers sit perfectly well within the thumb rest on the left side. It's actually very confortable. On a…
Looks great so far. I won't be able to try this tool out for a while so maybe the suggestions below are already implemented, but here's what I would like to see that I didn't notice so far: A smart select feature when creating quads verts/edges so that you don't have to have the cursor right over the component (be able to…
if you don't want the pinch,you have to close the edgeloops around the cylinder instead of collapsing them into triangles,most of the time.Collapsing stuff is ok when you have a flat surface & tris or ngons don't create any visible distortion since the surface is flat,totally not ok in this case. Also,quoting my last…
Basically the process is correct. Though not as straight forward as it might sound. For example it makes a lot of sense to create the base mesh for the character. So if you are starting from dynamesh in Zrbush, get the basic proportions right, turn dynamesh of and go to 3ds Max/Maya to get a good sculptable topology that…
model Modeling complete! This is my first hard surface model. I don't know why I thought all this time that I wouldn't enjoy hard surface modeling, but I really did. 34k tri's -- I don't know if that's good or not. I'm not doing any normal mapping for this so I added a bit of resolution to a few prominent areas, like the…
For starters, I recommend you to study facial and overall anatomy more. Some books about that wouldn't hurt. For a general anatomy, you won't find a better course than Scott Eaton's "Anatomy for Artists". It is incredible. Maybe take a look at some 3d scans, they are incredibly helpful in learning forms and how things…
GI is Global Illumination. It's when light bounces from a surface and reflects that light, including the color of the surface. For something like a forest, it's not as noticeable compared to indoor scenes, but it can help ground everything and make them feel a little more cohesive with the scene. In Unreal, you have the…