12. Low Poly - UV Mapping The process of UV Mapping prepares your model for baking and texturing. Doing a good job here will improve the potential quality of your textures and make the texturing process easier. There are a few things to consider when making a texture map. Youll want to prioritize texture space for focal…
24. Texturing: Specular, Gloss, Emissive, Alpha I dont want to go into too much detail here as there are many in-depth articles covering this topic, but I do want to go over the basics to help out the newer artists. Specular maps are used to control the specular intensity of reflections on a material; the higher the…
21. Texturing: Setting Up Your Bakes This stage can be both quick and rewarding and really shows off the work you put into your bakes. I created a new folder inside my diffuse folder and called it Lightmaps. This is where I put my bakes for Ambient Occlusion, Cavity, Lightmaps, PRTp, and Gradient. For the maps that…
32. Posing: Export Now that I had my final pose, it was time to prepare my mesh for the render engine. I needed to break down my mesh so that elements using different UV maps would not be part of the same mesh. The simplest way to do this was to break objects apart into their separate UV groups, so if I had 3 UV maps my…
14. Preparing for Bake - Exploding The purpose of exploding your mesh is to give each object its own space, which will give you cleaner bakes. If you bake normal maps for example, and your scene has many objects within close proximity of each other, then you will get baking errors caused by the program not being able to…
6. Highpoly Sculpting - Getting Started There are a few rules and practices I adhere to when sculpting in ZBrush, so Ill start by sharing a few. Firstly, you should concentrate on the initial forms and silhouette of your sculpture. This means staying on lower subdivisions, and making the Move Brush your best friend! If…
7. Highpoly Sculpting - Concept vs Creation Sometimes what works in a 2D concept wont work as well in a 3D model. This is a common issue when sculpting from a 2D reference, but it should only be a minor hindrance. For example, when I was constructing my leg armour I realised that the layering didnt make sense in 3D…
8. Highpoly Sculpting - Surface Noise I believe it is important to try new things and experiment in every personal project you take on. Using ZBrushs Surface Noise deformer was one of these experiments. I was introduced to it while watching an EAT3D tutorial and made my own workflow to suit what I was doing. I want to…
9. Highpoly Sculpting - Tips and Tricks [FONT="]The first one I would like to mention is creating a damage pass using Morph Targets. This was a process shown to me by [/FONT][FONT="]metalliandy and it is rather awesome! It involves creating a morph target and a series of layers. In each of these layers you will…
30. Posing: Skinning & Controls Skinning is when we apply values of influence from your bones to the vertices of your mesh. This judges how much a bone will affect different regions of the mesh when the bone is moved. For example, most of the forearm could use a value of 1 (1 being full influence, 0 being no influence) for…