I've got a sculpt made in Zbrush that I've been retopologising in Maya, but I've just noticed some strange black spots on the model where the geometry seems to be clipping through itself? It doesn't look like this in Zbrush, but they show up here and whenever I try to transfer maps to the low-poly version they show up. Any…
Hi, I was wondering if there was a way of creating seamless textures on a low poly objects with hard edges in DDO? It looks like whenever I use DDO the materials completely ignore the scale and world space orientation of the UV's. It leaves me with an object that has visible seams all over the place which isn't ideal. Is…
Hello all! I need a bit of help with something. I am trying to use an Object Space Normal Map with VRay but the "VRayNormalMap" doesn't seems to let you choose the type of normal map. Oddly enough, it does let you change the type of normal on the "VRayBump2Normal" one. It's there a way of working with Object or World Space…
Looking for feedback on the concept page so far. The idea revolves around the Infernal Kin line, and how fire can be applied as a concept to Kayn's character. His Shadow Assassin snuffs out the fire and has an ashen, smoky appearance. Rhaast is a molten demon who was born in the core of Runeterra. Here's what I have so far.
So I started with this low poly scene at work, working with default settings for color management, imported meshes with vertex colors to Unity and it works fine with color space on Linear. But we figured we will have to use gamma work space, since more mobile phones support it, but the results are quite different with…
so i have straps all over my character. i want to make those straps with the same texture in the same uv space. How do i go baking this kind of shape? do i just put one high poly on one of the low poly and bake it? im using substance match by name baking
I been working on some heavy scenes recently. And its absolutely maddening I'm doing more waiting then animating. Aside from the simple(and painful for the wallet) solution of upgrading your rig. What are some stuff you guys do when animating on a heavy scene (A scene with allot of characters, complex set, heavy geo,…
Hey guys, I recently did a course for creating realistic plants (botanically correct) in SpeedTree( and soon GrowFX) I thought I'd share some of the final images with you. A little about the scene : Over 120 different species of plants was specially built just for this this scene from scratch, which include moss, grass,…
I need some help understanding tangent space, tangent basis and getting a good normal map baking workflow. Please correct me if you notice something wrong! :) Let's say there's the following scenario: I work in Maya and have to create an asset, the client specifies their engine tangent space is synced to xNormal (Mikk),…