Hi guys, recently I try to teach myself about cryengine and found out that modo and cryengine have different up axis that give a slight problem here (even though I know UDK also have different up axis then modo, but the exported geometry fbx seems fine and not lie on d ground like cryengine did). Wasn't able to find an…
EDIT: It would appear I may have posted this in the wrong channel. Sorry about that people, and admins. If possible, please move this thread to the correct channel (I don't think I can...) ORIGINAL: Hello everyone. I'm fairly new to the sculpting scene and I had a question about zBrush. So I'm sculpting this skull right…
hi guys i'm fairly new to dDo - i purchased the suite on black friday (fantastic offer thankyou!) and i'm absolutely LOVING your software although i'm still getting to grips with it. there's still a few bugs but i'm sure your aware of them and tbh i've found just letting dDo take its time instead of mashing buttons pays…
Hi, I've been away from 3d from about a year now (because life) and just worked on concepting/drawing skills on the side, could not do any computer work. Now I got some classes going & student licenses give me access to some great software, got a new pc so now I'm excited to get back into. Got me substance painter…
I was too quick saying that they fixed that custom masks height blend issue . They told me so from Adobe support but I had no chance to actually test it. And now I did. They haven't fixed anything at all. In fact it's quite obvious from your screens too if look closely . You just used blur in the dirt/snow edges the way…
http://www.starwars.com/episode-iii/bts/production/f20050526/index.html including cameos from lucas and his daughter, the original boba fett actor, ILM staff, the millennium falcon, and a kitchen sink.
Hey :) If you have the UV seams follow natural edges they will be hardly noticeable (probably best in cavities). You can combine object specific textures (normal map and packed masks (e.g. curvature, ao, pattern) - don't need to be high resolution) with a tiling texture set. In the material, blend object and tiling normal…
Hey man. While I appreciate the tips, these are things I have been doing for quite some time. The technique or quality of the bake is not the issue, the topolgy for such a complex surface is. Surface normals, as well as where the triangles are cut, do affect normal bakes. If they are too close together or stretched too far…
Your normal map looks wrong because you have too many hard edges/smoothing groups, and you have't split your uv islands up at the hard edges (this is required to get a clean normal map). Easiest fix is to simply reduce the number of hard edges that you're using and rebake. The shading doesn't need to look perfect without…