Anisotropy typically uses the tangents of the model to influence the stretch direction. Tangents are influenced heavily by the uv, so I would recommend redoing your uv to be one contiguous shell.
The goal is for each normal map pixel along the joining edges to match each other. For this reason you don't want much detail along the edge as it'll make it more difficult (or impossible) to get perfect normal map continuity between the two sides.
Not bad, especially the head looks better. Other areas look just different to me. He looks a bit like he's shrugging with the clavicles raised that high. While I think the angle of the clavicles isn't quite right in the concept, either, and might be a result of wanting to show something that wouldn't be visible from this…
Well you can google backing normal maps in modo and find a lot of stuff, but here's this video that should give u the basic idea. @Goten-trunk: Thank you :) @meathead: Thanks it'd be cool to see your stuff once you get it up! @uncle: Thanks I'm working on improving my baking and texturing :) @imperator_dk: Thanks for the…
I honestly say that keeping up with the latest tech like UE4 and such is good for the port/resume, showing you can adapt. It will not make your art insta-good, though there are aspects that can enhance its quality if taken advantage of. If its one of your first pieces, why jump backwards? Like said 1000+ times already…
20k is fairly low for this kind of vehicle. It'd be fine for a taxi or what not, or maybe LOD1 or soemthing. For reference the Formula Masters cars in Race07 are ~28k and the F1 games from Codies are just above 30k. Normal maps aren't something I'd be using - they're for per-pixel changes in normals. A lot of the bodywork…
While the scan is wonderful, it's better if you find actual photographs. Train your eyes to see better by practicing with reality straight up. While I get that the body suit is super tight on her body, you're doing yourself a disservice by not having the physical mesh of the body underneath. You have to understand, clothes…
Thanks for the advice. I've tried out these methods and they did improve the finger situation but not the strange phantom thumb geometry or the need for more facial definition. On top of this, these strange planar surfaces become generated as though whatever method zbrush uses to create a unified skin simply couldn't…
Yea you really have to decide, yesterday at best. With decide i mean between character and environment/hardsurface. Cut the concept art, it dosnt help and you would have to put so much time into it, its just undoable (traditional art requires extraordinairy dedication) So cut all that time from 2d, its nearly wasted. Im…
Sorry to resurrect an old thread but I just came across this using 3dsmax 2011 64bit, though it's just stuck on: Preparing polymesh for normal export... at like 85% = / Going to leave this over night in hopes It will rectify itself. If not I'd like some detailed info on how to go about closing off that part of the program…