You don't have to start again ^^ solution 1 : maybe you have already tried this but to get a better smoothing brush press maj, start smoothing and while still smoothing release the maj key. It usually gets rid of annoying pinches. solution 2 : copy your sculpt. Run dynamesh on one of the copy at low res. Divide the…
I know a higher profile pc game who have 95% piracy and it had a demo. Horrible. Oh well... Maybe if it was harder to use a pirate game or something I mean if I want to buy a game i can go 500 meters and do that or I can download a illegal copy and if I clone myself I would probably have the illegal copy up and running…
Yea @pior I guess what I'm missing is the view-as-links mode from max. Anyway blender can do a few other cool tricks instead. * So I created a completely new rig, aligned to the bone rotation points of the imported one. I used the visually-correct imported rig as reference (but the axis-correct for re-exporting to the…
Ah ok. The highpoly in zBrush is the mesh with all the details so you dont need to do anything with it except send it to a disk. You make a copy of your highpoly in zBrush and decimate it so you can send it to Maya for retopology (look up retopology in Maya and you will find a youtube vid on it). Retopology is literally…
Heyy, I now have a new problem >< I was able to UV my pillar by following the tutorial. This is my pillar after doing the UVs : https://prnt.sc/k6moip But if i want to copy paste this pillar in different areas in my scene, some of the UV dont stay in place... Here is what happens : https://prnt.sc/k6mp30 And here is how it…
I did exactly as mentioned at the starting of the thread. But the normal map came out as if the entire low poly and high poly were baked together.Not in passes. Here is what i did: 1)Exported all high and low poly as .OBJ format in a directory with suffix "hi_xx" for high poly and "lo_xx" for the corresponding low poly.…
I edited the first post to show some new work. I hope that's ok. I don't think you can in the standard renderer implementation. But what might work I guess, is to do the thing where you take a copy of the model and push all vertices outward along the normals, at different distances depending on the thickness of the black…
It might be a learning process, like a study, but considering the time this kind of stuff takes, here its just a plain fucking waste of time. I mean the guy could just copy the helmet and the face and move on. To me that's this mentality of waste that feels weird. Study is good practice only if it helps you make your own…
This isn't only in the us, mind. Actually, how would that even work? If this were the case, they'd have to pay you royalties per copy they sold, and ask for your permission to reproduce it in promotional items like screenshots or box-art or whatever else they think of. Read your contract before you sign it, seriously. On…
Hello everyone, we are looking for a digital painter with a sense of color to collaborate on the development of a mobile game for iOS and Android. It is about coloring of drawn screens in Photoshop or in some other program. The result will be a graphic story / comic that will be part of our game. At the same time, we plan…