Been working on this prop for a few days now(based on a concept by Jessica Dinh)One thing I know I'm getting wrong is the gold material but I am not quite sure how to get it to look right. I am also a bit undecided on the wood, im not sure if I want to go a more rough older look or smooth shiny look. Could use some crits…
Hello everyone! This is something I'm sure I did easily in the past with some program but I can't remember which one and how. I was sure it was xNormal though.. Anyone can help me? I want to transfer the already baked maps (diffuse,normal) from a UV set to another, I changed the disposition of the UVs but the topology is…
Hi, I want to create a macro for "r_TexelsPerMeter". "Enables visualization of the color coded "texels per meter" ratio for objects in view. The checkerboard pattern displayed represents the mapping of the assigned diffuse texture onto the object's uv space. One block in the pattern represents 8x8 texels. Usage:…
Hello everyone, Right now I am on a really tight schedule and I need some help zombifying the textures of this model I bought: http://www.turbosquid.com/3d-models/rigged-dave-realistic-male-3d-model/522475. If one of you could help me turn this guy with all of his clothes variations into a zombie I would really appreciate…
Hej Folks. I'd like to pitch in - a bit late, but right now I got some spare time - a Sona. I've seen a couple of her animations that instantly reminded me of someone using turntables. I wanna go more towards a 'Tron-ish' look and see if I can pull of something like that with just a diffuse map while staying true to the…
Hello people of Polycount! Does anyone have any general advice, tips, or tutorials on how to paint hair and fur in ZBrush? I have been thinking that there is not much natural discoloration for hair/fur. The color changes that I've noticed have been because of lighting. Would it be better to paint a specular map instead of…
We have a female character that needs some fashion clothes made based off our
sketches/references. The models will need to be roughly 5-10k tris based on complexity and the maps required are diffuse, normal and spec. The character file that we have for you to work from is in 3ds Max but you can use any program you want as…
Hey everyone, Despite being involved with game design (specially level design) for a decade, I kind of lost interest in the past years. I'm trying to learn new tools like UDK (I stopped right after Source engine was released) and decided to get back to this world by creating a simple texture and it's maps. This is what…
Ignoring the missing patches of hair and the incomplete texturing around the face: Wondering how I can further push some life into the face. Having difficulty pinpointing problem areas and how to improve from here. Looks lifeless, especially in the front view. I feel like the hair makes it worse as well. Any feedback would…
This is to be expected, that's the very nature of tangent space representation of surface normals. You can see it for yourself : load this nmap as a diffuse in a texture painting app, and attempt to "fix it" according to what you would expect. Then look at the resulting "fixed" texture, and you will see that it will make…