I hope someone here can help as the issue I have is a game breaker. :( I've been working on a racing game in Unity, where the tracks are smooth with hills and banked corners, nothing too out of the ordinary. I'm modeling the tracks in 3DS Max using the lofting technique & I'm very happy with the visual results. However,…
EDIT: sorry, just read a post by Joe below explaining the process. It's 6am and I''ve been up all night texturing the asset mentioned below. My brain is shutting down..... :) I've been baking in S Painter for over 2 years now, but have been doing some tests in TB to see if there's any benefit over Painter. Apart from Skew…
My Issue For convenience I've built a skinned character mesh using a base mesh head (with several morph targets for all head types). Each morph target has it's own UV set and baked normals/ao etc. Our target engine is Unity3D. I have the blenshapes working but I'd hoped that the UV data would get offset along with the…
I'll try to break my workflow process as best I can: Using latest Quixel Suite Photoshop CC 2015 x64 The model I made originally came from Zbrush and exported as a .OBJ along with the creation Normal, AO, ID, and Cavity maps. Everything up to this point has loaded ok so far, but it isn't until when I load a smart material…
Hey guys, I'm curious as to what workflow everyone is using. From what I've seen people seem to be using all kinds of workflows. What is the fastest/easiest workflow for yourself? Tons of crazy stuff like: Exploding meshes with keyframe/edit poly, baking with matching matID, editing cages with push modifiers/edit poly,…
Up to this point, this workflow still confuse me to start working on my model. (For information, the software i use is 3Ds Max and Zbrush.) These are some problems that i have : * Should i UV unwrap my 3ds max base model before i export/import to zbrush for high detail sculpting? because, so far, I've been doing obj import…
Hey. I'm having a really tough time finding a solution to this. I'm looking for a way to skin low poly hair (for games) in Maya. Since it's for games, I can't use any sort of fancy Maya feature that I can't export, so I don't know any other way of doing hair. I also can't simply skin 100% to the head, because the hair I'm…
Hey guys long time no see. It's been a while since I posted here, but let me assure you I have not been slacking on my 3d work. I worked on an indie project for a couple of months, but then I decided to refocus on my video game project "Wreckage." I finally got around to doing a redesign for the t-recks after I took a…
Hello!My name is Mikhail Stroganov. I am a 3D artist from Russia, living in Vietnam, Ho Chi Minh City.I am a professional 3D asset modeler for the gaming industry and currently work as an environment artist.My responsibilities include developing realistic environmental assets, including both natural elements and detailed…
I'm glad you have it fixed but I'd usually advise against making that sort of change in engine if it can be avoided. This is mainly because If you decide to re-export that asset the change will be lost but there's other ways it can create a pain point later (animation, using the source file as a template for other assets…