Hello. I have a problem with newest version of Substance (2.5). I cannot bake my mesh properly. All of my bakes looks like without ticked option "Average Normals". I cannot get to work max frontal and rear distance. How Can I fix this ? Right now I cannot bake anything :( Thanks and Cheers !
Here is some Art done by myself and the Art staff at America's Army for our version 2.7 release (http://www.americasarmy.com) To thoes that dont know of the game is a free online FPS made w/ the Unreal 2.5 engine. I hope you enjoy, more images are to come!
I feel that her arms face and hands need some more work. Reference will help: https://www.3d.sk/photos/search/query//thumb/small/standard/1/premium/1/category-5/21-30/category-115/Woman/category-145/White/category-169/Nude/page/1
Here's a video I did a while back explaining it in Max and bringing it into UE4. Although it sounds like they're using a custom in-house tool, but hopefully soon we will have this hard-baked vertex normals available in Max by using the Data Channel Modifier. https://www.youtube.com/watch?v=Kizs6RIa1dQ&t=243s
I'd highly recommend these two for you, the info is a bit dated but will help you get a pretty nice base going and understanding of the lower poly figure before going to full zbrush.. http://www.thegnomonworkshop.com/store/product/215/Body-Modeling-for-Games…
There are two main textures. You can have the left half on one shoot, the right half on another shoot. Two variations. Rotate them by 120 and 240 degrees, total of 6 different looks. Having three ends instead of two is also just for some more variation and to fill the otherwise empty space.
Most desktops use 3.5" bays, but some actually have the smaller 2.5", these are uncommon and it is unlikely that you have one, so unless you want to tape it to the inside of your case you need a converter, brand name doesn't matter they are all the same just a chunk of metal. Quick format will work fine.
Do we have to use every space available? Anyway re-did the male. Its tris-244. So happy with the poly count. And here's a new character I made. It's a cowboy. I'm good with the way I have cut his UV. Was making his texture but it looked crappy so left it.
I've commonly hit 2.5-3 gig of memory used when batchrendering large scenes with Maya on a 64bit system with 4 gig of memory, and if I run orthos on the system, it will max out at 4 gig of memory used, so it is possible. Probably not as beneficial as using 64bit with 8 gigs, but still do-able.
We'll talk in about a year (I honestly hope not) but after 3 aftersale returns for my home 24d and about 12 other 24hd at work going once there too I'm confidently saying anything 24hd and later is shitty at best...