Hi guys, this is my last work. I've created the high poly model with maya and ZBrush. The low poly model is 16k tris for the character and 4k tris for weapons. The character is a personal concept instead for the weapons I used a Mass Effect's concepts. 4 Maps. Torso and Appendages 2048*2048 Head and Gears 1024*1024…
My suggested workflow would be. Delete one leg and one Arm. Those UVs get mirrored in the end. Create 10 Parts for UDIMs. Bring one by one into Substance to create the UVs. Bring them back to Maya and decide wich Polyshells you like todo by hand. I assume in around 5h you have decent enough UVs. Invest 16h and you have…
Generally i think the accepted polygon limits are around 16k, but it really depends on what your making and if it comes with weapons/accessories. A great way to have a look at models is go to sites like Dominance war, and check out their characters. There is no real 'correct' number, just to low and to high. it all depends…
This is looking good! I can't wait to see panel details on the body. The overall shape of the body looks good but the fender above all of the tires is reading kind of unplanned. Try to have more intentional bends and also keep in mind the aerodynamics of the vehicle or perhaps it was engineered for stealth/ deflecting…
Refined the base mesh today and i'm still thinking about the design. It will be something mixed out of this hotties. ;) In one or two words: Intergalactic Chick! http://th09.deviantart.net/fs71/PRE/f/2013/160/5/3/sarah_kerrigan_teaser_for_gmod_and_sfm_by_rastifan-d68e8pw.jpg…
I think they just want to avoid companies putting artists as freelance contractors so they can avoid paying the full license for them, even if all the artists are working on a multi-million dollar project. So if you're just a regular freelancer that only does assets for a company and is not paid for his time (160 hours…
Are you seeing tearing in both Direct3D and OpenGL apps? Or only in one or the other? Is it possible that nvidia's control panel setting only applies to D3D, and you're seeing tearing in OpenGL apps? I recommend trying a third-party control panel, such as RivaTuner.…
This method should work for both GIMP and Photoshop: Take your normal maps into photoshop and duplicate the layer. Then go to adjustments and select the levels option. On your duplicated layer, turn down the blue channel in the out put bar (white side) down to 127. Once that is done then set the layer to overlay and there…
Knald is awesome. Very slick and intuitive. I'm a bit of an outlier and ideally would use it for integrating normal maps into displacement maps that are usually 8k x 8k sometimes 16k x 8k. Obviously you're limited by on-card VRAM, but are there any plans to implement a cpu fallback option for larger images? Until gpus with…
So after reverting back to 1.7, im still having the same issues. if you look at the first image, you'll see my map id and in the second image, you can see not all my color ids got baked through, the painted metal and the painted metal black.I just have the grey background where those two mats should be. I could really use…