I was wondering if I could get some help. I'm experimenting with the high poly to low poly process and I'm stuck on a issue regarding my normal map generation. I've created a shape that is basically an extruded box top for a piece of real world lab equipment. In the normals however there are gradients everywhere even…
I realized after the VG remix that my painted textures need some work. My goal with the project is to try 2 very different styles of textures on the same mesh that uses the same normals. Since this is a test and a learning experience it may not work out, but failure is how you learn. I'm hoping cleaner normals on this…
Heya! I started learning 3D modelling in the beginning of Oct 2014 (so about 2,5 months at the time of writing) when I started a degree in Games Art. Here I'm going to post some of the projects I'm working on. Feedback is most appreciated as I want to get as good as I can =) I'm still trying to figure out certain basic…
I've been set a project in university to model/texture a low-poly character using Maya, and Zbrush for normals. I'm having a problem with creating the normal maps for the model, I have tried a number of ways to create these maps (export from Zbrush and Mudbox, and use Transfer Maps in Maya) but always get a really strange…
***[THIS COMMISSION IS IN THE PROCESS OF HIRING A FREELANCER AND WILL NOT BE ACCEPTING ANY MORE INQUIRIES, THANK YOU]*** I'm a solo dev looking to offload some art production for a personal project, in this case, a high-poly bust of the asset below: Looking at a budget of $320 (transfer fees included) with a timeline of…
I've recently learned that edge detect node doesn't transfer over from designer to painter yet when exporting a material. I have two questions. The first is, does anyone know how i can export the material or a baked version of the outputs without using the actual substance in painter so that I can get roughly the same…
So, eventually I'm trying to get over to doing this tutorial on transferring rigging from a game sprite to a blender model, but I'm not sure how to get past the beginning steps. I have a handful of .irx files that I'm told are the particular format PS2 games use which is a modified elf format, I also have one file that…
EDIT: Help us get funded at Kickstarter! https://www.kickstarter.com/projects/gomapro/pendulum-a-vr-experience --- Hey guys, I work at GOMA Productions and we usually do VFX work but a bunch of us here are working on a project called Pendulum. I've always been a fan of this site and wanted to post some of the progress of…
http://www.jeffparrott.com/transfer/PsdPathExporterWin.mel First off I did not write this. A friend of mine, Zach Burns did. He said it was in shape to pass out now. It exports the UVs from Maya as a path layer in Photoshop. Just put it in your scripts directory and drag this to a button: source PsdPathExporterWin.mel;…
Hey everyone! I have been skimming the internet for a while looking to see if anyone adopts a particular terrain workflow which involves taking a terrain you have begun sculpting within an engine, then moving that work into zbrush to have better control over grading and other details, and then moving it back again. In…