What's up everyone? Just felt like sharing a character of mine that helped me to land my first modeling job at Ironclad games. I took some influence from Heavy Metal Magazine to create something of a tasteful and game ready battle babe. I've since used zbrush's retopo tools to create game meshes, but I'd modelled about a…
Looks to me you made it super hard crease for baking it down in the first place. I am referring to Earthquake's post where he shows acceptable view distances vs sharpness of edges for baking. Basically you make em a bit rounder (soft) than usual for good results. Have this area more UV space, large 2k bake with AA stuff…
Aside from your UVs being strangely unwrapped and laid out/packed, I'm sure it mostly has to do with your entire mesh being having no hard edges in desirable spots. As a result, in some areas it's not shading well. Take a look at how your low-res mesh looks with no wireframe, you may notice that same artifacting is visible…
I'm 90% sure that it's because you mirrored your uvs. For whatever reason, mirroring the UVs in channel 0 creates lighting seams in static meshes. If this is a character then that's not a problem, since characters are skeletal meshes, not static meshes. The seams will appear whether or not you're using a normal map, if I…
Update: I read that you can assign vertex colors to your hi poly model and export out the vertex colors with the model. I did this using the xNormal SBM Exporter. I clicked on High Definition Mesh option and clicked the Export Vertex Colors checkbox. I can see my vertex colors in the xNormal 3d viewer, but they are not…
make 1st UV for the diffuse etc. maps (overlap and mirror as much as you like), 2nd UV for the baked shadows (every polygon gets its own space in the UV). Bake shadows to UV2. http://www.3dtutorialzone.com/tutorial?id=48
Hi, im wondering how i should bake AO for my model. If i use the high poly model, it makes some of the model behind the wooden planks completely black so it dosn't work for my low poly shield. And if i bake on the high poly as a single model, the UV's don't match. Especially since the low poly don't have any wooden planks…
Hi, so ive been looking everywhere and I have yet to find an answer to my question. Is it possible to bake normal maps (or any maps) using Maya's transfer maps if the UVs of an object uses one uv range. (not really sure if uvrange is the correct term for it) So I want to transfer the high surface details from the torus on…
Hello guys! There is a problem, sorry if somebody already talked about it. Please, see a image - whet bake, details near edge - i think - cuz ray is not perpendicular. There is a way - make details like this thru photoshop. Another method - tweak cage points - fix this problem but create new - on edge. But maybe some one…
Environment art is probably somewhat more in demand but doesn't mean it's easier. Character art is one of the most difficult roles to get into, highly competitive and requires a wide array of knowledge, especially anatomy. Based on your current portfolio, I don't think character artist is a viable path. But at the end of…