The truth is that for a lot of 3D problems, whether it's UV or topology, good old math is most of the time still much better at giving you the best result (and faster) compared to AI. The AI wave we're seeing in 2D can only happen because it has access to millions of images to train on and the result just needs to be…
Hey everyone, I'm currently working on a stylized-but-semi-realistic project, and I need to create a pair of tassel earrings similar to these: My main goal is to make them look visually appealing and believable, but still optimized enough for use in a near low-poly or game-ready environment. I'm using Blender and ZBrush,…
Don't go into texturing yet! that bake looks awful there are artifacts everywhere. To get a proper bake use these 2 methods 1: explode your mesh this is the method of separating meshes and baking the bakes later on in photoshop. as example bake your body separate from the belt and the shoulder stuff. This will help making…
A few rules you should follow before baking * Make sure you are using a projection cage. Uniform ray distance is no good for baking normal maps unless it's to a plane really. * Triangulate your mesh before baking. This ensures that the baker or game engine cant change the triangulation of the mesh and thus breaking the…
Working on the hair of the creature, I tried to make some smoke effects, but I failed on the way so decided to make normal hair. First step was to create on Zbrush the high poly version of each hair strap with fibermesh. This is the result bjust before export to 3Dmax where I can fix and adjust some hairs, moreover I…
Alright. This makes 3 outfits per 3 tiers, a total of nine. I'd like to do a few more for each tier, specifically the lowest tier (a few more variations of ragged, pathetic looking peasant clothes), but for now it's time to make a lot more faces. My plan is to work from the three base body ztools, sculpt a new face…
So I wanna do animating with 3dsmax, using a existing rig from the standard c_arms/c_arms_citizen. I want to be able to experiment and make animations for a ghost rider melee mod I'm making so far I've gotten base down. I had a friend that was using bipeds as a rig they had gotten from some one. I've heard the workflow…
Hello, I am having a problem when baking my Ambient Occlusion textures in Max. I've solved this until now by manually correcting the image in Photoshop after baking it in Max (I'm talking about the black edges around each face from UVW space), but now i have to bake a single AO map for a model with 10000 polys and I don't…
With the Dominance War coming to a close and not having a final concept to finish my entry, I've decided to get back to my personal project. Which I will go into more detail about later once it's worth talking about. But basically as the thread topic states, it's a Duke Nukem re-make. I need some normal map and character…
I sort of made up my own little workflow but I have a feeling its not really the best way to texture eyes. So I'll explain how I do it now, and if anyone can chime in and explain a better way, I would really appreciate it! Usually I make a sphere with 12 Segments. Then I delete the back half and unwrap it. I take that same…