Hey! First of all thanks to Polycount for this forum space. My name is Anton and i'm character artist, but i'm also interested in other aspects of 3d production and gamedev, that's why sometimes I make enviroment in UE4 x) Well... I start with my latest artwork, it's some studies of head anatomy and practice of creation…
Short answer: you can't. The selection tools are designed to cut through everything, and automasking won't get in their way. If you don't want the backface masked then you'll need to hide those faces first or unmask them afterwards. Using the new GroupFront option (Tool: Polygroup: Group Front) may make this faster to work…
in response to @mastershokhan I used Xnormal to bake. Basically you need to transform the fibermesh into a 3D mesh (Polymesh3D) Exports the high poly OBJ (you can paint the model/fiber with polypaint and export, the polypaint information will be embedded inside the OBJ file *this is just vertex paint* xnormal also read…
Thanks Jackablade those references will be a huge help :D I'll try and fix her proportions, it'll have to be in the low poly though as i dont have time to re-do stuff. Hopefully it'll be okay. Also I'm going to be polypainting both characters faces. I re-imported my low polys but the option didnt come up to preserve the…
I haven't yet had occasion to use it myself, but I believe what you want is the Curve Bridge brush. You draw curves over the hole you want to close and it should detect the edges and create/attach a new polygroup. It's a variant on the insert multi-mesh brushes. I don't know what, if anything, that will do to your…
Hey guys - Again, thanks for this tutorial. First time I'm learning how to make a tiling texture. One problem I ran into was since I polypainted my diffuse texture in Zbrush, I notice that when I tile the texture, you can see a hard line since the diffuse texture is varied shades all across the image, so the edges don't…
@DEvin Busha: Thanks dude! Yeah, Abe from Hellboy certainly floated (swam?) around in my head during that sculpt! I have changed the polypaint slightly and will upload shortly. Until then, here's a copy&paste update! Finally managed to sort my PC out and get back to unwrapping the hunter. Made a slight redesign in the…
i don't know nothing about offline rendering, but I agree a cavity map will help with details like pores and blackheads against the SSS. You can create a cavity map without baking if you did your sculpt in zbrush and it shares UV's with the low poly. Simply fill the tool with white polypaint, mask by cavity, invert mask…
oh man. stoked. I'm really excited to see what's gonna be there for features. I'm still really hoping for 64bit (pretty much guaranteed, right?) true texture painting, maybe integration with PS like mudbox or 3d coat has (this would be amazing), and folders for polypaint/subtools. If ZB was able to have photoshop like…
Does anyone know if I can, on the same object split into polygroups, polypaint high res texture details on one polygroup and use a low res tilable texture on another polygroup. I don't want to split the mesh but the texture that appears on the top of the model needs to be simple and is less important that the polygroup at…