The intention is to bake the roof and leave the rest of it as low poly. Most pieces will not have excessive detail and not be baked. I still am unsure how much of the roof will be baked I have to make that decision with time. The piece is not modular. To start this off the roof needs to be brought down and the building…
thank you so much Larry for taking the time to read my post. I really appreciate all the points and advice you have given me. you're right about so many things that it actually opened my eyes about it. i have been learning unreal engine 4 recently to tackle the rendering and game engine stuff, and i'll research all the…
Hey man, I remember you back from SMC! I'm sure you'll do fine at this, but one thing might be worth keeping in mind: it helps to simplify and change things away from realism a bit, to improve the looks or decrease the amount of work it takes to get it all UV'd and baked. Mainly: -making edges softer, especially the main…
That's pretty cool, I like the design and exaggeration. Answers to some of your questions, maybe: * Lowpoly in Maya? I tend to do a "base mesh" first if I'm sculpting something. That way you don't get locked down into final topology, or spend ages modelling something that you then throw away or rework heavily once…
The artifact at the base of the handle looks like a UV overlap/split problem, or what fatihG_ said about your cage. I would check both of those to make sure everything is hunky-dorey in those departments. On another note, I would never recommend manually moving ANY points of your projection cage. You should still use the…
Welcome! As for the helm, I'm gonna wait till the colour maps are done for the items before I decide if it's really necessary to redo the helm or not. I'd rather not, but if I've spent all this time making the rest of the set it'd be a waste not to give it a proper finishing touch. I designed the rest of the set with the…
Okay, I feel ready to submit this thing, and would you know it there's a seam on his belly. You can just faintly see it. I don't want to take a chance of the recruiters seeing this in a Marmoset Viewer. I've tried painting over it on the Base Color channel in Painter, and I've tried changing the value of the Normal map…
Hey guys, I'm trying to make a blueprint in Unreal Engine that will create static mesh array and place them on top of pedestal. I describe overall logic like this: * add meshes as components to blueprint * define tag for meshes that will be top of the pedestal * in construction script make array from components with…
Does anyone use the pair? Is it convenient to render into textures? Does it have procedural materials with edge wear /dirt masks, cavity detection etc , material blend based on poly-paint. Reneder nanomeshes? Dose nice Zbrush hairs /fibermesh? Can I populate and bake a landscape there? I am looking for Substance Designer…
At work some of of guys will make a mesh in max, export it as a Wavefront obj... then take that obj into Zbrush, then export the 300,000 poly object back as an obj for importing into max. Then in 3dsmax we want to import that obj. Problem is... Max can take 40 mins -> 2 hrs. to finally load in the high res mesh. MAx seams…