Don't know - but i would like to see wether z-brush base models are really planar quads or it'S only the display/shading algorithm giving the illusion of them all being planar. If i think mathematically i tend to believe (or my guts do that) that it's not really trivial to make it all planar there in those quads ;-) Of…
Your model looks nice but there's 2 big issues: -Your unsmoothed mesh has way too much detail. You can easily make round curves with a lot less geometry. Turbosmooth/meshsmooth will take care of that. Try to be a bit more minimalistic, it makes editing easier. -Your edges are also way too tight, this won't bake well.
Thanks Wirrexx! My workflow is pretty simple; I make the base meshes in Maya then I export over to zBrush for sculpting, then I bake using xnormal and hand paint in 3DCoat. With the fence, it was sort of a last addition since my scene was missing something, so I just modeled a base simple mesh and went straight to 3DCoat…
Based off your original question are you asking what games make use of vertex data or which games use vertex coloring for base colors? Some early 3D games made use of vertex painting for diffuse coloring. Now we can use vertex color channels to bake basic AO or to drive more complex materials.
One thing i did when i had to make a crystal for my job is take the low poly and bake out a bent normal map just using the low poly as the high poly and if you take the G channel from the bent normal map you should get a map with all the faces a different light shade like mentioned above
For context, my job involves taking 3d scans of furniture and retopping them to a more useable, renderable state. We do not however bring in or use colour scan data due to how a single piece of furniture will have numerous kinds of materials applied to it. Naturally this is tedious. There are numerous ways to speed things…
AO, ambient occlusion, when 2 object is place together, the space between them will receive less lighting since the 2 object is blocking out the in-direct light created by the environment. Baking it as a texture is to simulate the effect of that with a single image instead of calculating it in real time for game engine.…
@Neox Well you should also consider the country I'm from. Because $60/day in my country is a lot of money, and it's a salary people with more than 5 years of experience in their field work for. The only reason I make 8K in a month is because I'm working 18 hours a day, 7 days a week. If I were to be working normal 8 hours…
I see nothing wrong with this method. In fact, if you do a solid anatomy sculpt on the base body, extracting the clothes and sculpting that on top of the body makes the most sense. With dynamesh and zremesher, you can always clean up geo so this should work just fine. There's no right way to do it...it's whatever you are…
Waited a while to get this out there on Polycount, but hoping to get some feedback here. This is a project I've been wanting to do for a while. Project Name: Fire Snout Purpose: -Create weapon design from an original idea -Design with FPS perspective in-mind -Take through entire game weapon pipeline…