in this link http://www.iddevnet.com/quake4/ArtReference_CreatingTextures there is a hard face normal map, the high polygon mesh include different part , and like this type of normal map ,how to bake it in maya? combine it or use boolin or something? THX
I was going for a stylised image along with modelling a head without planning it (either concepts or orphos). DOWNLOAD FROM HERE Included are: Model (Max v5, Obj, 3ds) Flats (256-Lined and coloured; 512-lined and coloured)
So there seem to be a lot of places to download matcaps, including the pixologic website, but if I understand correctly mat caps don't play nicely with BPR rendering as most that information is baked into the material. So are there any repositories of standard materials for ZBrush?
I want to render an object with an opacity map down onto the lowpoly, but if I include it in the render list the transparent area of the object shows up black instead of letting through the rays.. makes sense I guess but is there any way around it?
How do I stop Marmoset from baking out an alpha channel? It adds an alpha channel to every map I bake. I don't need this channel and would prefer it wasn't included in the bake.
Hey guys, I was wondering what kind of t-pose would work best for this character. The animations will be very acrobatic (backflips, flying, fighting while flying), but will also include idle animations, sitting down, etc. I
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well a lot of work is still to be done including skin shader :D yeah eyebrows are on a cap plane but since they are not going to add a lot of geometry idk if i will be adding any cards on top
It's the same build for now. Like previous year, we included the last 2019 build in the 2020 license so that people could take advantage of the Black Friday sale to get their new license.
If you post some shots of just the head including front and side (without hair is better), we can probably be more clear about where and how it can be improved, if you want~~ :)