Hello everyone. I made some low poly building recently to use it in Tabletop Sim as a terrain supply. To be able to use it in TTS I have to export it as .obj with triangulation on (otherwise some of the faces will be transparent). In 3dsMax the model looks good, but when I open it in TTS I get these weird shadows. Some…
Zbrush 4.0 3ds 2011 So i'm having difficulty subdividing my pillar and keeping it round, but also keeping the edges hard in certain places. I know I could create a "control edge" in 3dsmax, but that would make those edges too dense after I sub-div it. Is there a plug-in for zbrush 4.0 thats like the SmoothGroupImport ? I…
Hi My name is Fanie and I'm looking for some freelance work. I can make any 3D assets that you require and I can also create some unique textures for you. I can create environments, weapons, props in different texturing styles from heavy stylized to realistic. I have been in the modelling industry for well over 5 years…
@Kanni3d Thank you, the hard edge rule is gone because I'm not baking smooth edges as I already have them :) . Normal maps would just be used for additional detail on flat surfaces if needed I suppose. So basically I can just unwrap as normal, only have to worry about visible seams. I went through this post, was very…
I never used face constrain a lot in Max , only edge one usually and after switching to Blender I instantly loved its "slide" counterpart where you could instantly move a vertex or edge along any of adjacent edges with double GG and contrary to Max you can do it outside of a mesh shape with Alt pressed. Never figure out…
Over the past few weeks I've slowly been chipping away at the
"Architecture and Fixtures" parts of my scene. I started off by finding some real world reference for the
materials in my scene. I found Flickr was very helpful to find albums full of
useful reference images. This help me find references for the materials in…
Your portfolio really doesn't have a focus at the moment - a few pieces in several different media. You should think about what you'd like to do and focus the portfolio. I don't know the requirements or coursework for your college(s) of choice, but what they generally want in a student is passion. For your 3D models,…
Ive had exactly the same problem as you, and you seem to have come to the same conclusion. Heres my results I had. (Posted them in the XNormal Master thread). http://www.polycount.com/forum/showthread.php?t=41776&page=90 The best way is to duplicate your low poly, adjust it like you would a cage and export the low, high…
Looking good man! here are a few thoughts i have so far. 1. First possible solution(if you choose not to do #5) is to do like you did on the other side of it, and eliminate the following geo. 2. are those portions floating for a reason(can't see edge lines there)? It looks beveled enough to unwrap in a single island, which…
A few things that stick out as being "off". You are getting some pretty nasty seams both between the join in the side of the extinguisher and also along where the base and the side join. To fix this you can use software such as Mari, Mudbox or Bodypaint to paint a texture seamlessly across the uv islands directly on the…