Hey I was just wondering if anyone knows any excellent tutorials teaching the process of creating a high poly model and then getting the normal map from it for use with a low poly model? Ideally using mudbox and 3Ds max. Cheers in advance
More progress shots. Updated all the textures on my pear tree. No pears yet though. I was able to snap to geo, made the process a little easier. WIP for the new bark texture.
Hey man, digging the idea for this character and progress is looking sweet already. Will be awesome if you can get ripped bandages and torn clothing with his burnt skin, looking forward to following the process :)
thanks so much for the feedback guys! enoki - thanks, yeah I have uped the spce and should now be reading more like metal! Abrvpt - I am getting this alot. You can get red stocks like this - http://i21.photobucket.com/albums/b280/Sycoil/AKTable.jpg But not many people seem to know. I might change it, im not sure!…
Small update. We made hell of the progress with gameplay, but due to my business - I still didn't complete final art for game. But here is some screenshots from the Maya.
hey guys, sorry for no updates at all, im still learning to work with Zbrush and learning the process of texturing. hopefully i'll show you my new progress soon. Have a nice Holiday! Wiz
awesome work! I love the lighting in it. Any chance you can ctrl+alt+shift+'e' your progress next time you do a painting? I'd love to see your process :)
Hey, I'm really enjoying substance painter right now. However I'm confused as to how I can export Specular maps for UE4. IN SP the only shader option I have is Metal-Rough, from my UE4 understanding metalness is not what I want as I've been painting specular maps. In the export options there IS a gloss-specular option…
Ambient occlusion is visible in the buffer visualisation view, it is activated under 'Lighting Components', it is activated in the post processing volume and I have also tried activating it in the world settings under the lightmass tab. Nothing seems to work. I also tried setting my engine scalability to cinematic across…
Hi, everyone! While I was searching for references for my new spare time 3D environment project, a question arose. As an artist, I value thorough preparation before diving into the creative process. It has been some time since I last worked on a personal 3D project (around a year), and I want to start fresh. So, my…