Hi all - I'm making a small scene that I plan to import into Marmoset. It consists of a few objects - trash can, garbage bag, boxes and cans. Should I be trying to fit all these assets on one texture map? Whats the rule with this? Obviously the larger objects should have more real estate/resolution on the texture map, but…
I have a rig. I have animations. I modeled a high poly character, baked normal map, color map to low poly. Generated textures in DDO. Now I just need to figure out how to render the damn thing. The model has some metallic surfaces and some fabric. What program do I use if Maya won't work for it? How do I set up a material…
Looking for someone to create a fighter, basically a next generation of the Macross Valkyrie. Here's a photo for reference. This is for a personal project of mine. I have a base 3D model for shape already that I made in blender. Reference art: 3D model: Send message here with any portfolio pics and interest. Thanks.
We need to hire one more general artist. The ideal person can do a little of everything... - High-poly - Props - Characters - Low poly, unwrap, baking - Texturing 3ds max & photoshop knowledge preferred. Modo & id studio is a big plus. The ability to concept is also a plus but not necessarily required. Please PM me your…
Hi guys, I'm searching for a way to create planets that are displaced from actual terrain heightmap, the kind of output you'd get from World Machine for instance. The plan is to map that to a box and subdivide it in order to have a fully displaced spherical planet without seams. Thing is, I'd like to avoid having to sculpt…
I've already tried that, and the "Closest hit if ray fails" option, to no avail. But have you tried generating a normal map from a similar situation and succeeded? Getting a normal map generated from a character whose mouth is closed by default shouldn't be impossible, right?
Hi Thought some of you might be interested in these tools. Make your character DeepFaceDrawing: Deep Generation of Face Images from
Sketches https://www.youtube.com/watch?v=HSunooUTwKs&feature=youtu.be&fbclid=IwAR06H389JiwYEOqdF2AT3RInmwIXLlCADw8VUlGZz8d_58HYICK-x4wMekc Now chose your art
style….done! Nvidia - Synthesizing…
Hi there, if i've for example a generated trunk/branch/ structure with caps at the end and i've one self made atlas texture with bark, leaves and cap texture. It's possible to change the uv position of the caps that they get exactly on the uv space where my cap texture is? If not i would be forced to do a single texture…
Edit: Generating normals from xnormal result in the same issue. Can't even troubleshoot this, there's nowhere to start from. 1. Open Mudbox 2014/2015/2016. I used fresh install with no saved settings. 2. Grab any 'starting point' object 3. Sculpt over the seam 4. Export & Extract into Maya, any version, any settings so…
Hello, I'm a student and I'd like to get some general feedback for my sequence please. I'd like all aspects to be critiqued, Modelling, Animation, Simulation, Lighting etc. It was rendered out in Mental Ray. Thank You. Here's the Link https://www.youtube.com/watch?v=uoLsHJYmToM I already want to put a cloth simulation on…