It's weird Painter still doesn't have easy fix for this . Designer baker has "skew " mask option for example . You also can project base box UV on the floating geo ( if it's one sided ), bake object space normal map and re-bake it to tangent space in any 3d package. Sometimes helps with complex things.
[ Intro ] We are a small, mostly freelance team of artists, working on a 2.5d hack and slash platforming game. We are currently working on a small demo, proof of concept of our project, before fully announcing our project. We are recruiting a character animator to help create animations for the main character of our…
To me all this shapes that you show here looks relative easy to (re-)create. The only thing that you most probably won't achieve is to be 100% equal. Since we don't know what settings, workflow and tools the original artist used to create them. I doubt it was Gimp though. I second Pior's wish here. Give us an example and…
I have a client who is using the unity game engine and needs me to setup a hierarchy in a certain manner for a gun in a FPS style game. This is a simplified example, but hopefully my problem with the stretching of the blue box is clear. I'm pretty new to the animation/rigging side of things, and I'm having a lot of…
Hello, I have used different retopo toold (manual retopo) 3D coat, and also Topogun 2 and manual retopo in zbrush. I did like over all Topogun 2 but one main thing that made me hate the software is this: Example: You have a model imported in there. Now when you start doing retopo and you have done one side of model (back…
I apologize in advance as this will be lengthy, please note that my goal is to help you get a better understanding on where you could improve and how. I'm going to break it down first as what areas need work and then go into detail exactly why these things are bad or good -Highpoly/anatomy -Lowpoly -UVs -Texture HIGHPOLY…
As okidoki mentioned above, we have a wiki with tons of curated resources. We even have example character meshes! http://wiki.polycount.com/wiki/BaseMesh And tons of example wireframes to examine and learn from http://wiki.polycount.com/wiki/BodyTopology http://wiki.polycount.com/wiki/Limb_Topology
I'm really struggling to figure out how to create a nice and modular asset kit for a very large and complex environment. Here's an example: I'm gonna make the assets have actual geometry on each brick, like this for example: But that decision has come with many challenges. Namely, how to handle modular wall pieces and…
Just a quick side note, if you wanted to go ask other devs (not on p.c.) say youtube videos or channels(as an example), about how their devs worked around these issues you might turn up some helpful, time saving feedback, that is IF they respond to it. Alternatively some peeps that have already fixed this could also just…