Hey guys, I'm using Substance Painter to texture my shotgun model and came across a problem: 1) I would have a folder for a group of objects with the same material like the barrel of a shotgun along with the under barrel in the same folder. 2) I would have the barrel and underbarrel seperated within the folder(different…
I'm doing some studies of the human eye anatomy and I want to get the right proportions between the size of the eyeball and the size of the orbit. Some simple Googling showed that the eyeballs of healthy humans have a diameter of 24.5 mm. I however couldn't find any sort of average distance between the corners of the…
hey ho! I have a rig where some bones are located at the exact same spot. Like left-arm-bone and left-arm-support-bone Also these Bones are dummy object. Now if I skin a model onto these bones the envelopes are zero sized. If I now want to use the mirror function the auto linking won't work as the position of the envelopes…
Doesn't look half bad, you're on the right track. You've got some pretty Lovecraftian looking monsters there. I do think that the colors in some of the environmental shots are a wee contrasty, so you can fix that by adding some color tinting layers. You could probably add some harder shadows to give a better impression of…
it could be even more low poly for phone games. Cylindrical forms needs some special treatment: a cage and extra loops you later could remove. You also can adjust the cage ( a source of baking rays) the way it give you desirable projecting angle . But it will never be perfect until more geometry . But for simple solution…
Armenian District some advice for anyone working on the environmental challenge. _Visit Max Bedulenko's Artstation for more ideas _don't rush this is really complex _figure out the metric, scale and texel density before texturing _get your list of modular pieces, and work big to small _have fun and don't overthink it. It's…
Hi there and a happy new year to all! My problem is regarding creating a texture in Zbrush using Polypaint. I followed the tutorial- http://eat3d.com/free_zbrush_xnormal_pipe Which basically shows you how to create a polypaint texture into a diff use texture using Xnormal for use in Photoshop. By following the tutorial i…
Hi everyone, I'm a self taught newbie of 3d art, and as such I thrive on feedback and critique that can help me improve. I only work on blender 3d and produce my own concepts which I turn into 3d models. At the moment, I'm working on a model I'd like to use in a unity 3d game. I've recently gotten the hold of sculpting and…
Hello, I'm working on a little thingy here currently with tessellation: But for performance reasons I'm switching to POM instead. My material consists of 4 layers and without tessellation or POM it's about 200 instructions which is perfectly fine. My issue is a single POM node linked to 1 Diffuse and 1 Normal map simply…
http://www.jeffparrott.com/transfer/PsdPathExporterWin.mel First off I did not write this. A friend of mine, Zach Burns did. He said it was in shape to pass out now. It exports the UVs from Maya as a path layer in Photoshop. Just put it in your scripts directory and drag this to a button: source PsdPathExporterWin.mel;…