Hey guys, sorry for necroposting but I finally finished this. In the middle of working on this my job transferred me to California. I told myself I'd work on it while I was there, but I was so busy sightseeing I forgot all about it! 😅 Then recently a bunch of us got laid off, so now I've got plenty of time to do stuff like…
Hi, I've been investigating creating custom MH(MetaHuman) characters. The main reason for me to utilize MH is for the face rig and the skinning of the body that are automatic. The purpose of this post is to be a basis of discussion of the different approaches there are out there to create custom MH models to make an…
About me I am a 3D artist specialized in characters and I am looking for work. I use Zbrush for high poly sculpting, Blender for modeling, Marvelous designer for clothing and Substance painter for texturing. Skills Creating game-ready characters, Creating clothes for characters, Environment props high poly sculpting etc…
Hi, I've been working on the awkward task of transferring textures from one head to another, with very different features and anatomy between the two. The Albedo is good enough, I used projection. Now I would like to add in Normal details from the the new character and add them to the exisiting layer, which had good pores…
First time started making some clothing in MD, i'm abit of newbie in this software but having fun with it most importantly. I have a couple questions however, If I did use this garment what would be be the best way to retop this piece? my goal is game res and i'd imagine it might be awkward retopoing the gaps and folds…
I agree almighty gir. These matcaps really look good don't they. Sadly no one has come forward to share these matcaps. Someone must have them. FYI I think these matcaps were made in Zbrush 3.1. Do you guys think it will hold up in Zbrush 4 or even 5 maybe? I mean they're at least 4 years old although I do have some matcaps…
a lot of your high poly is flush with the surface of the bigger pieces which is not good for normal mapping. you could get around this by making your edges less tight. Normal maps only capture the difference in the surface angle. also you have small silhouette details which will not transfer into normal maps like the…
When you use the decimation master there are options for retaining polypaint. So you can set-up your UVs, polypaint, decimate, then copy your polypaint to UVs, export everything into Max and then bake. http://www.pixologic.es/downloads/files/pluginz4r3/Decimation_Master_Documentation.pdf I can't quite remember how the UVs…
Yeah like feanix said bolts (and any surface that goes in or out but and won't be modeled on the low poly) should be modeled like _/¯\_ or ¯\_/¯ not like _|¯|_ or ¯|_|¯ on your high poly if you want any illusion of height to transfer over to the normal map. Stacking and mirroring UVs for normal mapped assets can work in…
Hey Gregorein It's sad to say but I have to agree with people above. You've got a general idea but you haven't pushed it further or explored it for all possibilities. I'm I right in thinking that this is intended for the spring event? Well since this Chinese new year is the year of horse and Naga has a aquatic theme maybe…