Yes I googled sharpest lenses . Those would be Sigma ones for sony e-mount and they are not that much expensive too. I just wonder if they do any difference vs this TTArtisan 23 mm or even kit lens when set at f/8 or f/5.6 I don't like too soft mesh details I get from a6000 with those apertures and it's definitely not a…
Ah ok. Right. This is what I am doing for the first time using Blender (with a character that has some mechanical parts like a shovel). Blender, ZB and SP is all you really need. This is what I do: Forget remesher, it shines when you want to up your detail of the main sculpt. -Separate the chest from the lock. Clown paint…
Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc. I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking -…
same here, strangely iam not into phones that much, which is strange because i tend to buy alot of techy stuff if i think about it i did spent really alot of money for tech stuff over the last 12 months.. guess its lucky i dont have to justify these things to anyone
Ok, I guess I exported the high poly with normals and smoothing groups on before. Just exported it without either of those and the results came out much better. Next question is this is a 4k normal map and the mesh is 12.5k polys. Would this be acceptable in a modern day PS4 game, for example?
I remember FF13 pretty much hitting what their tech demo was. Killzone is another story, but KZ3 still came out looking phenomenal. Can't wait to see the real 'game'. I already love the character/environment ideas and the music.
Hey all, the thread name pretty much outlines my agenda so... Next step is Mudbox for tweaks to the physique and anatomical detailing. The hair is just a placeholder for now. Crits welcome, thanks for viewing!