Hi guys, so i made my custome uv seams in 3ds max imported the uvm collapsed obj into zbrush to unwrap the uvs. After that i got okay layed out uvs like that then i copied the uvs and past them on my main mesh. Worked for me until now... i turned off my layers didnt change. double checked the poly amount. Well it doesnt…
I'm currently baking an Ambient Occlusion and Normals map for a weapon model, however when baking the lines of the mesh are coming through as black dots on the maps, as well as having horrible anti-aliasing there are also black marks on some parts of the model even though the cage isn't intersecting any geometry. All my…
Hi, I would like to know if zbrush have the same brush preference as photoshops brush "Transfer" setting? And what more brushes/settings do you use when you create that hand painted feeling inside zbrush? Thanks for any feedback!
Okay so by default rendering a depth pass out of maya mental ray does not support alpha channels, like when you have a video game tree and just renders the depth as quads, kind of useless. Am I missing something here?
Hi guys! I found an old model of Ashbringer that I was working on in Uni long ago before I dropped it. After fixing it I added it to 3DCoat to handpaint the model. I really really hate UVing in Max so I used 3DCoat instead.
I have been messing with this tire all night. No matter what of projection I use. I will not produce the normal map of the tire correctly. Ive attached a screenshot. I've moved the the original tire beside the low poly one, so you can see the type of tread it should be and on the right in my uvw editor, you can see the…