oh and the obligatory blender question: how did you get around mirroring normals in the realtime view of blender? are you getting around it, or are you not mirroring any uv's?
Blender's .obj export script doubles the verticies dued. ;p export and then load it back in blender and you'll see it doubled i think Horrible 1st post hmm
lol I did the high poly in blender and then I did the detailing in zbrush. I built the low poly out of zbrush and the low poly was built in blender as well.
Hi everybody, I have been 3D modeling in Blender for a few months now. I recently started importing my models to ZBrush in order to make the "high poly version" for normal mapping. My workflow this far as been: Blender model low poly -> unwrap low poly -> export to ZBrush -> sculpt -> import to 2nd layer in Blender ->…
model Hey everyone, sharing my latest project here. Comments and criticism welcome: European State Marine Corp Sniper Helmet and Charging Station with Sureshot Industries range-selection focusing. (Modified by Sgt. Tom Bailey, 42 confirmed kills.) * High poly sculpting and hard-surface modeling in Blender. * Low poly…
Here are some links for blender users http://blenderartists.org/forum http://cg.tutsplus.com/category/tutorials/blender/ http://www.blendercookie.com/category/all/tutorials/ http://www.blenderguru.com/ http://foreverblender.blogspot.com/ http://www.blendervideos.com/ http://blenderunderground.com/…
You probably knew, but Unreal did quite a lot of optimization to get PBR to work in real-time. From looks of Blender's principled node, I am thinking Blender is not aiming at real-time preview, but rather render-on-demand. But I can be very wrong, as I haven't used Blender yet.