Whatever works the best for whatever you're particularly doing. Of course it's great to be able to do both well. One thing to possibly keep in mind when working professionally (not portfolioly) is that there are things like production costs and time constraints, so it's best to work smart. (IE, I could manually spend time…
yeah bigjohn called it, as I said I dont want to turn this into a normal map witch hunt that some other threads turn into. All im getting at is I rather not have to leave my 3D modeling package to do something thats already built in and change current workflows to integrate using that. Thats where the bad practice comes…
Currently axisVFX are expanding their lighting team and are seeking experienced MID LEVEL LIGHTING ARTISTS to join them, to work on a variety of TV projects including acclaimed drama series’ and specialist factual as well as feature film projects. This role requires a personable, pro-active, self-starter with a broad…
tbh I have to ask why bother? the only reason to use vertex colors over a texture mask is that you can't afford the mask texture. if you're doing it in painter then you're not paying for the mask texture - its all getting baked into the exported one. however.. iirc painter's vertex color and material ID bake masking are 1…
delete a subtool has no undo for instance, splitting meshes by groups etc a few actions warn you "this can not be undone" the biggest strengths of zbrush are also the core issues in many cases it is a 2.5 illustration tool, that allows you to manipulate the brushes/tools (hence the name), which was considered so powerful…
Hello everyone, so now, after many problems with softimage and bakening i did it already. My first baked normal map. What do you think? I am not satisfied with the holes, they look not deep enough. Can i change this in bake-mode or must i make the holes deeper in Zbrush?
Hey! Great step to start posting online. It's a really good habit to have since you'll learn to communicate about your work, making nice screenshots (even the WIP ones!) and getting feedback :+1: This is a great start so far! Right now it could really help to flesh out your meshes and blockout so you can see how the scene…
Hi everybody. I am starting to try out marvelous designer for a character I am making. I get the advantages of using the simulator instead of manually creating clothing, since it makes a lot faster making creases, folds and should also be more accurate, but... I am not really sure on the complete pipeline... is it…
A single lightmap is only 1.3 mb, a couple isn't going to be too much of a memory hog. I'm creating fairly enclosed environments so 3 1024s should give me fairly good lightmap resolution. Yeah, specular and normal maps per pixel is expensive on iPhone but I can make it really cheap if I bake the shadow information into the…