Maybe I'm not asking the right question but environment art is still pretty new to me. I'm creating this kind of high security Metal Gear Solid-esque environment and I want to add some electrical trimmings to the floor for maintaining and working on circuits and other high-tech stuff. I have a few reference images that are…
Hi @ScottColverson well your overall scene looks great, sells the mood and story in a good way for concept art but not as a game environment. However upon closer look I noticed few things that you might want to update to take this at current gen quality standards. *Stairs and floor panels look too thin like wafer, add some…
Mods, Sorry if this occurs as a double post. i got a blank page when i originally posted: Hello everyone, I am currently working on a tutorial that requires I partially subdivide a mesh. The original tutorial was written for MudBox but i am applying everything or as much as i can to Zbrush. This is my problem - currently…
So long story short. I'm a blender user but I've made a habbit of doing all my skinning in 3dsmax due to how messed up bones gets on export in blender. Anyways I've just finished skinning 15 pieces of armor, just to find out it all needs to be combined as one mesh. Coming from blender I didnt think much of it (blender is…
Hey everyone. Some time ago i saw a technique to bake a 45 degree bevel on a normal trimsheet to fake the illusion of a bevel on a mesh with a hard edge. Im running into something similar, just that in this case i need to put a Edge wear which i made and put it on a mesh that has a weighted normal. So far i have mixed…
I would just have a double sided wall with a different material assigned. If you ever wanted to have sunlight through the windows from outside, single sided meshes won't cast shadows correctly, and a modern GPU won't even notice the difference in poly count.
@sacboi I honestly don't even really know the first thing about baking anything in Blender. For the most part I am just self taught from trial and error and some basic guides to solve specific problems. I have heard of high poly to low poly baking where I assume you model a high poly version and bake the shading and such…
So I've been working on an environment that has modular tiles with a highly specular material on them. I'm using a few different textures to make a pattern on the floor with the tiles, and noticed that when I rotate them and bake maps, the specular seems to come from different directions. I did some research, and found out…
Hmm, I hadn't thought to try it in Maya. ZBrush says the mesh is 8mil points and the obj is over 500MB, so i think Maya might have a fit doing that. But I wonder if something like meshlab would let me do that. I was thinking more on this last night and I think I found another way that doesn't involve insane polycounts.…