Hi, I started after a few days with the cloth and have some doubts on how to do it. -The first option looks awesome in zbrush but im not sure if that will be time worth if l ater I will lose most of that fine detail in the textures. (I dont know if opacity layer has to be really high resolution to preserve that.)…
Bake the fence and pipes seperately to two different low poly meshes (use clone to make sure UVs are identical) then bake a diffuse map for each being sure to check split alpha for the fence, that will give you a texture called A_*texture name*.tga. That texture contains the alpha for your fence and you can use it to make…
The following tutorials wasn't really meant to be posted in a thread like this but will be here temporarily. They might go in to a bit of more detail then necessary for this kind of platform and will be available on the Wiki as well later on. So here is a little tutorial on how I created the skin for the Bat Man model…
Hey duoxan :) Yeah i added some screenshots yesterday to give a better idea about some of the findings. I did not have any time to fix the comments about the weapons, i do have to make some changes in those, and there is a bit more to say indeed. I wanted to say something about the hammer launching more, but i dont know if…
@golani79 Thanks so much! Can do. Modeling; I did the blockout in Maya. I made sure to minimize sharp edges using bevels, and bake away any remaining sharp edges later on. Of course there shouldn't be very many straight or flat parts, kind of like the cartoony reference. I used lattices on things like the garbage can and…
I look forward to trying these out. Substance Procedural Textures: This looks to be the most promising of the featured updates. I already work this way with standard procedural materials and bake them out as a base to start painting on. Having a more fully featured material that focuses on the things I normally duct tape…
Hey Ryan, Just wanted to thank you for Crazy Bump, all of Epic is slowly converting to it, and those that are slower have simply not been shown it yet. It really is a VAST improvement over the alternatives out there and can provide a huge speed boost to a process that is overly long and time consuming. If theres one…
working on some of the high tech areas of the scene. I started to just model out some random shapes, but it was taking too long, and I kept redoing things. So instead, I made a base material that i'll model off of, later i'll make additional specific textures for screen/lights/misc stuff I didn't think of. This way, I have…
I made time tonight to have another pass at the jump anim. I tried to incorporate as many crits as i could (added more left/right sway, more secondary motion in the chest/head) but adding a longer anticipation before the actual jump was tricky. There's too many keys after that part to edit manually or else shit gets really…
Hi folks! I modeled this crate for modeling/texturing practice and when I imported into Substance and textured, I noticed the UVs were strange on the back bottom plank and the side. The other sides are okay. I transferred UVs on some of these but not all, however, I deleted history and did everything correctly in that…