Eric, Thanks for the feedback. I've gone through all the options I can think of. If I import that same obj back into Max I don't have a problem. I apply an Unwrap UVW to it and the UV's appear to be in 2 shells. When I import that same OBJ into zbrush or maya, they are not attached. Also, when I do a render to texture…
UPDATE #3 Alright ! Time for a little update. It's been a hell of a couple of weeks, didn't have much time to work. During my free time, I started working on a Maya that automates the Pre bake steps such as : -Triangulating low poly -Applying smoothing groups -Creating the cage -Apply a cage material -Putting all the…
Just tried to script it. The issue is that regular weight maps are vertex maps, and the subdivision weight map is an edge map. So I can query the values from the subdiv weight map, and technically apply them to another weight map but it won't take because the weight map wants them applied to vertices, not edges.…
Is your grass modeled to have two sides? a front and back? Polygons will be completely transparent when viewed from the back, unless you apply a "double sided" material to them. In games it's usually better to model transparent objects that will be viewed at all angles with actual back facing polygons rather than use a…
Im gonna be harsh and quick : 1. Your quality in the assets you present is not where is supposed to be to get a junior artist job. Hard surface look unfinished, not that much sense of detail or form, they look like primitives slapped toghter. The "enviroment models" section only presents a couple of your typical simple…
If you have multiple materials applied to the separate mesh pieces in Max / Maya / Whatever, then when you import it into UDK, under the LOD's in the static mesh's properties, you should see multiple slots open. How many slots there are should correspond to how many different materials you applied to the gun in your 3d…
I think it is too difficult trial, the improved workflow. Think I'll get a translation help. (많은 시행착오 끝에 작업을 다시 할수있었습니다...너무 어렵기도하고... 번역기의 도움을 받을께요 ㅎㅎㅎ) zbrush base (우선 지브러쉬로 베이스 작업을 하였습니다. 3d max에서 로폴및 언랩을 하였습니다..) my base wood texture node (이 노드는 베이스 나무 재질 노드입니다.. ㅎㅎㅎㅎ) texturing (언랩이 끝난 모델에 기본재질을 올려서 느낌및 어떻게 해야할지 고민을…
Compiled my separate texture bakes and normals from xNormal into their 3 respective Mat IDs. Im using the three materials ID to control the head, the suit and the glass. I am pretty happy how well the texture and the normals came out on the low poly. I have set about in UDK preparing the model for morphing later on. Though…
Thankyouf for ur answers , I discovered that most of my problems where coming from the shell modifier I applied and collpsed unwisely befoure applying the ao and normals , tough I agree that even without it I wouldnt get the inside mesh AO ....I am doing this to put this model in fallout game mod here a picture : I am not…
If you are applying for art jobs you need a site. If you don't have one don't bother applying, it will save you time. Most companies won't consider you without samples to look at. Keep up the good work, and try to show only finished work, model plus textures. Modeling alone won't get you a job unless it's high poly and you…