Hi to all, i'm searching a gentle soul that can finally clear up to me a basic one: how to obtain a scratch or a detail along a seam using a texture baking software like Substance Painter or so? Let's assume that i've a tank or gun low or mid poly mesh and in my high poly mesh i'm going to sculpt in zbrush my tear & wear…
Hey there @Cody - I'd like to get into this kind of keyboards for a secondary unit but the market is flooded with options - to a point where it is starting to feel similar to audiophile gear. I would need to find a near-full layout (as I do need the right edge of the right ctrl key to be aligned with the right edge of…
February 21, 2018 original concept by Leia Ham https://leiaham.com/castle-in-the-sky-new-layout similar to the last piece, i also rerendered this piece recently so the presentation is better. and also like the last one, i have no idea why i made the pieces of the actual building so small in comparison to some of the…
The whole pipeline... I want a button I can press that spits out cool art with a front page slot on Artstation. On a more serious note: Some kind of procedural grunge and wear generator that looks at reference photos, matches the wear patterns in the photos to the model and normal map data and gives you a bunch of…
Yeah there is some potential in that case, however in most situations you will: A. Create a "cage" mesh that is optimized for sculpting, this means even, square shaped polygons for the best subdivision. B. Sculpt your highpoly mesh C. Retopo your high into an optimized game mesh, the sort of topogoly you want for a…
Just a quick update this time. This is just a shot of the progress in 3dsmax just to show you how I'm piecing the throne room together. Most assets are in zbrush now for sculpting as they all have an organic element to them, but this gives a good idea of the basic layout: Just a quick bit of info on keeping all the assets…
Hey man. The biggest thing is that you just need to get the site finished. The layout is pretty simple.(in a good way) Easy enough to navigate, and you have all your images one click away from the main page..which is good. The video section can go...You can sell yourself with nice high res images, unless your an animator.…
My workflow was: Level blockout --> Max --> Kitbash stuff to get some neat shapes --> End up deleting half of it --> Get level geometry I'm happy with and toss it in engine --> Make tiling textures and chopping the geometry up into smaller seperate meshes as I go. --> Lighting --> Decals, lots of decals, and that's where I…
I think you might be mixing up what support loops [in-line edges/control loops] actually are. They pertain to sub-divisional modeling(your high-res mesh) and how the smoothing algorithm interprets the surface based on the topology of the polygonal mesh. They are generally used to control how soft/hard an internal/external…
Yeah, in this case especially you'd just use a tiling texture, as the detail is all uniform and easily represented that way. There isn't really any unique detail here, so it doesnt make much sense to use a unique layout. Your texture resolution is going to be much lower that way. You can get the soft bevels by just using a…