Hi there :) Im having a bit of difficulty in zbrush producing good normal maps. My problem is to do with seams. If i make my mesh completely soft im still getting very hard edge seams in my normal map bake from zbrush and i dont really know why. My process is this; 1) Create low poly mesh inside maya & make a uv set.…
High poly is done, still a few smoothing issues here and there but I think they're minor enough to sculpt out. Fewer roadblocks than I expected, the prop art courses I did definitely paid off in terms of improving my sub-D modeling skills.
Hi! Checked the UVs after applying the modifier as it was setup in the file. The UV borders of holes remain square, which I think explains the artifacts your getting: This is due to the subdiv modifiers UV smooth setting is set to "Keep Boundaries": You can preview modified UVs without applying modifiers by checking…
Ah, cool to see the references :+1: The wall-tiles in this station are indeed larger than I had thought. Could extract somewhat accurate measurements by comparing against standardized building blocks like doors (perhaps you already did): I think if the tiling on the floor was a bit more visible, it would help break up…
I was able to resolve the issue now. Thanks to the hint with the sharp edges, I smoothed out my model using the sculpting smooth tool. :) Thanks for your time, guys!
Cool. :) Your poly lines are a bit wavy; I realize it's supposed to be semi-organic, but stuff like the top cover on the barrel don't look as smooth as they should be - they're kind of bumpy and wavy instead of creating nice curves. This is kind of a problem throughout the model; on the right side of the gun you have a…
Hmm doesnt look like you are taking full advantage of how dynotopo can work in Blender. Tbh I dont believe it matters whether you start with a plain box or quickly model its basic form when approaching it from a dynamesh/dynotopo point of view. Example, take cube..turn dynotopo on, crank up detail slider (lower is more…
Thanks, Callesw! I've actually thought about turning my huntsman into a fully fledged 3D character and your comment has convinced me that it must be done! uneditablepoly, thanks to Maya's incremental save feature, I was able to take a few screenshots of how I modeled the head of my hacker character. I hope these gif's will…
I think i'll look into handplane. just read up on it since you suggested it, seems neat. I have been uving where the difference in smoothed edges are, but I'm using maya. maya does not have smoothing groups per say, only smoothed/hardened normals. I'm also baking through maya, which works fine for the most part, but I've…
wow......i actually inspired someone to work on something? :O that's a first, im honored lol Edit: Computron do you know exactly where on halo.xbox.com you can get your h3 screenshots now? it's not updated on b.net anymore Part of me doesnt want to show this because I feel like i dont really know what im doing and some…