You need to check out Glen Patterson's tutorial for baking in Substance Painter - https://www.youtube.com/watch?v=OhoOHzoVReQ. It starts with ZBrush for the modeling and UVs but the rest of the process was very helpful to me learning (I am a noOb when it comes to SP and Marmoset). Using Glen's tutorial I was able to use…
Theory meets practice, and practice wins (the math works only in theory and with continuous functions). EQ and perna are right for the general case - normal maps can't capture vertical surfaces, so anything with a ledge perpendicular to the surface isn't present at all in the normal map, and therefore isn't taken into…
Yeah that's what I expected then, also this is on their animation documentation: https://help.sketchfab.com/hc/en-us/articles/203058018-Animations So yeah, you can only animate a whole object using transforms, you can't upload a vertex animation. You will have to find some way to bake it to bones, or blend shapes. Below…
Some good comments on here , thanks. It funny how some people find the uv part of the workflow as the more relaxing part. I find modelling and texturing immensely more fun. UV`ing , which is why I posted this thread, is the part that breaks the creative cycle for me. I`ve just modelled say a network of pipes, I want to…
Hey Evil raz, thanks for taking the time to post such indepth feedback! Sorry, the last images I posted were probably misleading as to what I'm going for with this anatomy study. I'm trying to make a more "average" bodybuilder. A amateur look instead of a pro because now a days the pro's have these comic book proportions…
what's the sphere technique? anyway for a project like this i'd recommend to look beyond the usual poly hair techniques and rather to have a look at polyshells they way they were used on the fur on shadow of the colossus. (www.ninjadodo.net/temp/making_of_sotc.pdf) it would require creating the textures from tiny tiling…
Thanks @lotet @bigodon @AlanSMitchell @Sebvhe :) I want to share some details about the material I've put together that's driving the look of the trees. (with pictures!) It's been an iterative process as I've discovered I need a new type of branch in some place or variation in snow density on a macro and micro scale. New…
Thx @Mirbobo and @pior I think a concrete example might help illustrate my current "modeling speed" issue a bit better. So say I want to make a simple bar counter like this: This looks easy, right, mostly primitive shapes. But it ends up taking me 5 hours to get to this (model -> uv -> baking -> test material) The main…
BBCode no longer works, you can either use the toolbar to embed pictures, or edit the whole post using HTML. As for the model you have the big form and volumes right, but the small details are messy and inaccurate; To get better at accuracy collect more references and study them harder, try making paper and pencil…
So I'm assuming the top area circled in red is the trigger guard area, and if thats the case you could probably cut it up a bit more since its all the same material really, so seams shouldnt be too much of an issue. those little wings on the long and tall piece can easily be cut off, they are taking up a huge amount of…