List of changes: - I have made two tilling textures; one for the ruined brick wall and one for the rocky parts of the ground mesh Screenshots: Description of the progress: For both textures I have used Zbrush, Max, Xnormal and Photoshop. Brick wall: Here's the run down of the process for this mesh. 1. Sculpt three bricks…
5820k vs 4790k, the difference here is the 5820k is a 6x core cpu vs 4790k at 4x core. However, the 5820k's cores are clocked slower. What this means is that in situations where you are CPU limited but working with applications that are well multi-threaded, the 5820k will be faster. Typically this means offline renderers,…
If you compare Max-generated tangent-space maps with ones generated from identical meshes in the Doom3 engine, you'll see subtle differences (I recall Eric Chadwick mentioning something about different bi-tangents on the lowpoly mesh or something?) ... is there any way that some sort of "standard" could be set for how…
Hello, I am having trouble with transfer attributes - normals. Using Maya 2012. Short Version: How do you delete source mesh used, while keeping normal info on the affected mesh? Freeze normals didnt help. Long Version: I have mesh that is split into several pieces, which broke the normals, so in order to restore those…
It sounds like your normals are locked. Fixing this usually means resetting which edges are hard/soft, but it's probably the only thing you can do. Here's what I'd do (and this will preserve your skin weights & rig): 1. Duplicate the model & hide the original. 2. Select your new mesh. 3. Unlock the normals. Edit Polygons…
Its been 5years+ posting here ever since started going art school . Hows is everyone going? Norman Reedus sculpt posted in Artstation few month back once the game launch , but never really had the chance to get any feedback from people other than my lecturer. Feel free to comment please . Please bear with some Japanese…
Hello , so far for texturing I used the baked maps like occlusion , cavity etc and photoshop work with minor seam fixing in mudbox ... but I woudl like to improve that workflow and start using the polypainting in zbrush to paint directly textures there and then export those textures to a material or something that I can…
Hi guys, I've run into a problem and was hoping someone could help me out. A while back my computer started locking up during long batch renders with Maya. It always locked up on frame 9 of a turntable render. I could render in batches of 8 frames no problem, but nothing more. Then today while baking a rather lengthy AO…
Hey! Glad I can help. It just so happens that we have a great deal of resources that we’ve gathered as a community, on our wiki, and as Forum threads. A couple related wiki pages: http://wiki.polycount.com/wiki/Normal_map http://wiki.polycount.com/wiki/Texture_Coordinates Related Forum threads: Of Bit Depths, Banding and…
If you need to re-bake the normals you could try using the original normal maps as, well, normal maps, and then baking new normals from that as though the low poly (with normal maps) is a high poly. The re-baking should give you the correct normals in the new result because it's baking from normal information, not diffuse…