Thank you very much for clarifying this issue, AtticusMars, s1dK and huffer! This misconception about the low res version was really an major issue on my models and polycount. Your answers really shed a light on this question for me. I always assumed that in order for the normal map hold and transfer the details from the…
http://www.pixologic.com/zclassroom/ This is going to be your number one friend I think for now. As for layer sculpting, look into the Tools menu. You'll find you can subdivide a mesh just like in Mudbox as well as add layers in the layer submenu. Now keep in mind if you delete a layer and it's visible I believe it…
Last update for the evening, Have a WIP pose and I'll probably get another one done along with a base. Oh yeah and need to create a tongue for the guy at the moment he's mute. @Mr.Moose: Thanks for the feedbacK, I agree with you about the colour have already begun to try a solution. For the topology it probably is too many…
I've seen that happen if you don't exit the lower modifiers sub-object level (vert, poly edge ect...) before applying the UVW modifier. Whatever you have selected in sub-object mode will be transfered up the stack. so make sure you exit sub-object level before applying modifiers. Also if you need to make geometry changes,…
If you draw the vanishing lines from the 3d plane or from the grid they should reach the same point, since they're parallel (in theory). I tried to do the same and failed as well. Then I tried to do it directly in the 3D software (using edge extrusions as if drawing lines on the canvas), the same methodology of…
Okay. Finally got the normal onto my low poly model. One thing that still eludes me though. All the normal on the model here are on separate maps. I want all the normal for Diner to be on one map so I can easily texture it instead of having 5 or 6 different map to texture. I first try putting them on one UV space and…
If you do choose to go to college, don't look at a straight up art program. 3D artists, especially this generation need to know a lot of technical knowledge. I've spend almost as much time on my art as I have on learning about rendering. Don't go to college expecting to have it make you a good artist, it won't. Only you…
I know that a job is a job, and it puts food on the table, but personally I doubt I'd be able to bring myself to work for them. There's a certain amount of moral and ethical code I'd like to see in any employer. If they've got a real culture of fucking other developers over, they're probably willing to do it to their…
These artifacts come from your shading groups on the lowpoly. See all those hard edges? They will transfer right into your normal map. Set up smoothing groups/soften them (since I don't use max I can't tell you what exactly it's named) and you should get rid of those. I am pretty sure that your UVs should not be the…
Cages control how the high poly details are transferred to the low. So when you use the push modifier, it sends the verts out in the direction of their normals. This gives a nice average between all of the verts. If you move the faces/verts/edges by hand, you are now not averaging, you are artifically affecting the bake.…