For a hipoly you don't even need UVs. You can often just use a box projection it's done using the place3dtexture node in maya https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-LightingShading/files/GUID-1CC2519F-4800-41C2-8348-3751A6F41EA3-htm.html to get noise along the edges…
So I'm doing face topology tests with QRemesher. I'm trying to get a 1000 poly head and I'm getting pretty good results with these settings. -AutoMask -MDensity 4 ( with masking around the eyes,mouth and nose..T zone style ) - Target Polygon count 1 -Cstiffness 10 -QRemesher guides ( 1 circle around eye, 1 line across nose…
I think you've done a nice job with silhouette exploration, your designs feel pretty separate and unique from each other. Having done modular characters in UDK before, I would suggest you simplify your designs down to the absolute bare-bones-basics before proceeding to 3D. I found that building elements that could be…
So i've continued with the sculpt a bit more. I haven't done a second pass on all the bricks yet, the only ones i've done it to so far are the ones in the bottom right hand corner of the stone. I've also gone ahead and added a little bit of noises, get some frequency added. I do feel i may need to go in again on some of…
Just got my blockout done tonight as well. Haven't really done any sci fi yet so I figured it would be a good time to jump into quixel to take me out of my substance comfort zone. Spent way to long adjusting the camera fov hoping to fix the perspective a bit but the concept is a bit wonky in the way that it depicts a…
okay so i guess the plan rn is ________________________________________ 1)Import the new model into the scene(Where you still have your previous rig and joints) 2) delete old mesh and weight and only leave the bones to be in the same location>Import new model> and adjust bone locations slightly>Then Geodesic voxel…
Animated UV's: 1. Select the UV's you want animated, have them in the upper left quadrant already. 2. Go to Edit Polygons -> Move Component (you'll get a polyMoveUV node). 3. Key the values of the translateU and translateV at frame 0. 4. Go to the next frame, set the values to 0.5 and 0, and key it. 5. Frame 2: 0 and -0.5…
This is coming along well. The aforementioned waxy-ness is not a result of the saturated colors so much as it is of the highlights u removed. Some touches of deeper brown/orange would add some flair to his skin tone, and certainly more color. Apply some reds liberally around his nose / eyes / ears, magenta to his hands and…
its not totally cheating... i reloaded once or twice, because i went from 28k to 10 dollars once (fuck you Saddam's Madam!). after taking it slow and betting between 1 and 3k, i eventually started making a shitload of money and got up to 1.8mil before i decided to end on a high note for the night. its the same thing in…
First ever thread here, hopefully its done right. So I'm a self taught skyboxer and student for 7 years in the field of 3D, Animation, VFX and Game Dev. I create snazzy looking skies. I create both Volumetric and Static skies and currently have a Hybrid set up im currently researching. I come from the land of Hobbits where…