Documents = 2.5d (exports as 2d photoshop file) Tools = 3d (exports as obj) There's no going back, depending on what you sculpted (a planar object might be salvageable to a certain extent, but not a character or object). Generally I only save documents when I want to save a viewport size and background gradient range that…
Ok going back to my original job story because xoliul wants it. So i was in uni one day and a friend asks me if i want a casual job making games for an entrepreneur, i was like that sounds awesome and so i got an interview there. So i go for the interview, and it ends up being this tiny one room office, but it was full of…
This is the process I've been using for most of my stuff. I don't know if it's the best way to do things, but it's been working alright for me so far. Anyway, I usually start off VERY briefly in 3ds Max. I create extremely rudimentary, low-poly geometry made up of all quads so it will divide well in Zbrush. The above image…
As previously explained, there isn't currently a baker that syncs with UDK. Thus, any workflow involving UDK is a broken tangent space workflow. This is hopefully an issue that Epic will fix at some point. The best I've seen is that max bake +qualified FBX export thing with Max. When you get this into UDK, the differences…
No, unfortunately you cannot do so. But, here is what valve has said on the requirements page: Effects Vertex Based Particle Effects for Items For items which have effects on them by default, such as edge glows, item authors will be required to submit a .dmx or .fbx mesh which defines where these particles should go on…
He starts with using the topology brush to draw in his custom topology over top of the mesh. With this you have the option to split your retopology up by focusing on one panel at a time and adding thickness to the extraction similar to what Nicolas Garilhe does in his beta testing thread (he was using the older zsphere…
Hello again! I wanted to share my latest project Ive been working on. A little background: I play/run tabletop roleplaying games, and there is one of my favourite - Mothership. Its about space horror sci-fi style stories. We have four character classes to play, and this is one of them - Teamster (tech, support, engineer).…
This is the kind of detail I want to replace (in the panels). its fine just for renders, but I want to be able to export this stuff as FBX, but using that boolean workflow means a 'lot' of tidying up
It is for sure convenience. Toolbag has an Integrated sbsar importer. Blender has an officially from Adobe created sbsar importer but you need to login into Adobes forum/account to download it. Toolbag allows an easy export for showing your 3D scene on webpages/portfolio. If it´s for general portfolio purposes and you just…
My guess it's a main reason why Marmoset once got extremely popular to do game style renders . Not Mental ray or Arnold . Wish Marmoset could provide same style on-line shader node editor Blender does . Plus some code export to show shader programmer or to chatGPT what you want. For some weird reason there's no convenient…