I can't think of a good reason to do it deliberately outside of an effort to fix baking artefacts but you could work around in other ways that don't screw you later on. It most likely just got borked during an import/export process - how did you get the model?
You just need to unwrap your UV in more rectangular style. Your mesh has enough tessellation ( edge loops) to deform UV properly and proportionally . If you do it with cloth simulation it usually always that way since you start with sort of rectangular pieces of cloth . For low poly you are free then to re-bake it to any…
Before you go hog wild with sculpting you might find it worthwhile to really double check the proportions thoroughly. To do that you can export model from zbrush and do a quick rig (or just pose manually using soft-select) and put her into various poses. Check those out from many angles wherever you'll do the final render.…
Looks like you're capturing a lot of the shapes so far. In terms of a smoother surface in ZBrush, you need to knock it down to a lower subdivision, or dynamesh at a lower resolution, make sure you get all the major forms in and as much detail as you can before you increase the subdivision or the resolution
No, this is not currently possible. Generating AO from the displaced mesh should give you more accurate results though. Can you an image of the problem you're having do it this way?
Exciting news, everyone! I've just completed a stylized 3D minecart project. The low-poly modeling was done in Blender, high-poly sculpting in ZBrush, and texturing in Substance Painter. 🚂🎨 You can check it all here: https://www.artstation.com/artwork/lDKK4k I'm eager to share this creation with you all and would greatly…
wow, from the bottom of my heart, thank you for your help, I had gone to sleep and woke up just now with a nightmare that was sending my portfolio to the valve and they said it wouldn't do any good to look for a job hahaah
I support this effort! It’s great you’re reaching out to others on this. I think we’d be fine with you sharing a link to the server here, if you wanted to do it publicly. Also fine to stick to DMs if you prefer that too.
Photoshop doesn't know anything about normal maps. It treats them as regular images assuming the values are in srgb space by default. But it doesn't matter usually because color profiles are are for show on screen. The pixel values stay same. And if you use some blending modes they just do whatever math they designed for .…