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…
Well.. this is not "incorrect" but it's also not perfect. It's the way allegorithmic went with the specular conversion. The problem is that you can not physically correctly transfer the one into the other as the one is not physically correct. The best solution I have found yet is to output an extra channel "my custom spec…
Yeah, something like that adds a bit of colour and also suggests you have some life/work experience which is definitely a plus. People skills transfer across all types of career and they are a valuable commodity - especially in an industry that's largely populated by people who sway towards introversion.
True. I mean, what better could happen than a 2D artist´s work being transferred into 3D? Sadly I´ve seen people doing someone´s concepts without giving credit and they even did not say at all that the original design was not theirs. That sucks.
Bigger pics + wireframes might help get you crits. One thing I can see now is that your edges are too sharp; they might not transfer too well into the normal map for your lowpoly. Check out the polycount wiki normal map page for more info on this.
I guess we could use the Paint vertex tool> export method, by doing an automatic unwrap and use a big enough map, double/quadruple the size of the end result maybe. And use transfer maps? I'm sure that process can be automated as we stay inside of Maya.
ok so you basically say that I create those patch overlayers of polygons along the seams ot create sticthes over them , but then how I transfer that on the under mesh? Sorry I am not able to figurize what you have in mind to get to the final objective .
Sooo, done with the first sketches. I was going for a lonely forest scavenger look. Im really proud of the dumb expression on the pigs face, hope I can transfer it well to 3D. The colors are WIP, and the possum might have to go if I need to make cuts to keep the polycount.
Just for record, the issue was an extra vertice. Strangely, in Maya i'm able to add paint weight anyways and he doesn't bother me. Seems that Marmoset reads it differently and creates a zero paint weight for it. I merged the extra vertice, transfered the paint weight and shazam, the problem was gone.
Ok, I bake my character via projecting the high poly mesh via the low poly mesh using transfer map tool in Maya 2012. The Verts are all welded but have been told that the reason for my oddly shaped face is the smoothing groups are at different values?