there is no real clean rule, it walways depends on your final output considering your avatar is the style you are aiming for, you could actually approach it in a lot less standard way to achieve higher resolution textures check the GuiltyGear XRD talks on that topic. but yeah, the first thing i would do. apply one checke…
I took a look. You simply don't have enough resolution in the texture to support the detail. If you examine your UVs you'll see that this part is only using a small fraction of the UV map. At a 1k texture resolution, there are simply too few pixels to get a smooth transition across UV seams. The solution in this case is to…
The sweater looks way better now. Except the collar which doesn't really match the rest but you probably already know that. That green background image makes it hard to see the model because the background image is waaaay brighter and takes the eye's focus. Turning down the saturation and value of the background image will…
This isn't the best way to describe the difference between a tiling and a non tiling texture. They are both texture maps. The non tiling one can be called "unique" texture because its unique to your mesh uv layour. The masks can be created in Substance Painter. Look up layered material workflow with SP and UE4. There are…
When you export from Max for Zbrush, you can actually set the conversion scale to be applied which may not be initially properly set up. Just tinker with the options in Max when exporting, there's a button that opens the correct menu in the export screen. That said, dont worry too much if your model is a bit offscale in…
you're doing a great job, i enjoyed tuning into your stream while working on this dude. but if this is the style of the end product, i think you need to re-evaluate the time spent per piece. when i was watching, you were arduously masking off one of the wood pieces jutting off of an arm or a leg, and not a damn bit of that…
Noticed an issue with being logged, ads, and the ability to use thread pagination Logged in with the reply box being visible, if you scroll all the way to the bottom of the page, an invisible ad block is over the pagination making is impossible to use unless you scroll up 80px or so, to the point where the post reply…
Honestly the more I learn about hard surface modeling, industrial design, and how the world around us built in general the less impressed I become with Zbrush hard surfacing. The tools are very limited and down right awkward compared to other approaches for hard surfacing. The curves are a joke, especially the clip curves…
I agree with what's been said. Most of that stuff already exists or would be easy enough to script. Here's a very basic texel-density script I've written that someone might want to improve upon. Next step for me is to add a query for the existing texture size, but I suck at scripting so it's progressing very slowly :p…
yeah i would assume the same. these artifacts here look like your lowpoly has too much shading and there isnt enough texture resolution for the normalmap to compensate