Hi guys, have a problem and want to ask a question i started all the model on zspere, i finished the model on zbrush make the retopology on zbrush for each piece separately is tis way the right way to make retopology for low-poly game? i import the model on max to make UVS and i collected all models on one UVS and export…
Everything use triangles under the hood, that's the only geometry the GPU understands. Rasterization deals with groups of 3 verts. There is no notion of edge in mesh data. Indeed Unity can interpret quads (even ngons ?), like Blender or Maya. Though i'm not sure what the point is. (edit: for tesselation !) But still it's…
Just wanted to throw in here that Modo is perfectly capable of baking game ready normal maps. I use it all the time for that. The drawback is that you don't get a cage so you need to bake based on distance only. I COULD export OBJ files to xNormal but it's just so much faster to stay in Modo. For me, anyway. Iteration time…
I generally set up the matcap up in Blender and set the lighting to flat. Then I do a full render bake and it works pretty well. Only problem is that is Blender's default baking so it doesn't use a cage, haven't tried it with cycles yet. But it can cause your matcap to not line up with a normal map unless you bake the…
Thanks for you all Comments..8) I preferred this way Since being a front of the Armed vehicle it has to face all the Impacts Well there is no any specific method for this.. Modeling done in 3ds max and Zbrush for small detail and dents. For Normal map I used Xnormal and Max render to texture Both....I use 2*{2048} texture…
I don't bake in Max mainly because I find the results of Max's baker don't look quite right in most circumstances. I can get a more accurate bake in XNormal or Maya. Those basically make the normal-map look perfect in their viewports, whereas the maps Max bakes do not look perfect in the Max viewport... for some reason. I…
just use xnormal for your normal maps, its very easy to use and there's a basic tutorial for free on eat3d site, unwrapping shouldn't be hard either just look on youtube for some tutorials this looks pretty simple to unwrap, also i see some edges on the the side you could remove but the model is so lowpoly that i don't…
Finished the low poly and the UVs. I'm going to try painting this in Substance Painter, which I've only poked at a tiny bit. Gave the baker a go in Substance Painter. I was quite impressed. Name based baking is awesome, and it was quite speedy compared to xNormal. I was pretty happy with the bake, figured I would share.…
What you find best for painting on the model and have also a good relation with photoshop instruments? 3dcoat , mudbox or Zbrush? I work so far with : 3dsmax I sculpt with zbrush ( tough still a newbie to it ) I bake normals with xnormal ( totally new here but learning and startingto appreciate much ) I paint seams on…
An antique 12 shot revolver with numerous engraved designs. The model is based on reference photos of weapons from the early 1800s. I used this project as an opportunity to try out some new techniques for creating hand painted textures. Software: 3d Studio Max, Photoshop, xNormal Polycount: 4300 tris Maps: Diffuse Color,…