When I create ID Maps I usually use Maya. I use the DDO swatches and apply them to the mesh(es). Then I simply bake it out using Transfer Maps. Sometimes there are issues with bleeding, but you can usually avoid that by adjusting the cage. If you don't know how to see the cage, it's in the dropdown menu of the target mesh…
I've been working on the gauntlets because the blockouts of them are hideous and I felt like they were distracting from the rest of the block. I noticed some sort of shield peeking out from behind the right arm but I'm not sure what exactly it should look like at the moment. I also started to texture the helmet. I'm happy…
If xNormal is seriously not an options...I am so so sorry. Make sure the envelope surface is enveloping, try naming each of your object(high, low and cage) since sometimes Turtle flip flops them around. If none of that works I would try using Mental Ray to bake the maps using the Transfer Maps options. Just make sure to…
Hit relax on those poly's and you'll see what's up. I had this issue when I transfered UV's, did you do this at any point? Or do a mirror? Sometimes Max seems to get hung up on vertex order etc. The UV map looks fine but it's not what Max is using, in a sense. I'm not sure how to fix this other than to relax and manually…
Most shaders are easily transferable at least for normal cases. If you have some crazy custom shader that does incredible things in unreal then of course you made it unreal so you should use it there. However, if you're just using standard Diffuse, Normal, Rough/Gloss, Metal/Spec then Marmoset and Unreal are both pretty…
In case you are planning to use your own concept art for modelling or sculpting I would advise against it. Unless you are very good at concept art you will be transfering the mistakes of it to the 3d version, and will learn less than you could if you used professional concepts. Also the 1 week intervals seem a bit short to…
Sculpted, then Painted this as Ptex File Then did automatic UVs on the high at lowest level, reimported as new object, subdivided to match the level of that previous high, baked a 4k texture out of it in mud (transfering paint layers and sculpt details) then exported high with the texture and baked into xnormal a 1k on my…
Going to school is a great decision to make, but you have to go to the right school. Just keep in mind that the piece of paper doesn't get you the job, your reel and and attitude does. I went to school from 1995 to 2000. I transferred from a degree in Fine Arts to Graphic Design... 3D is a lot easier to do and learn these…
The biggest reason why I didn't want to do a reformat is because of my 3DS Max and Mudbox license. I got a student license back in 2013 and I don't think there's a way to transfers those or re-license them. This is such a shame. My computer works in safe mode so it's not that any of the hardware appears defective. But…
Yeah, your posts throw up some red flags for me. Typically if someone is a competent artist it transfers over to zbrush/mudbox - even skilled illustrators trying out zbrush for the first time can pull off decent work because anatomical knowledge carries over. Just be honest and post your own work and you'll get honest…