Hello. Decided to try something else than my usual stuff, so here is my new project. In the dawn of PBR I decided to learn this new process so I'm ready when it comes in full force. I needed a nice model to practice it on, and instead of downloading someone else's work or reusing my old work I decided to hit few birds with…
- There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model. - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires…
it's just usually part of the texture....something like.... where l & r are seamless to the main texture and seamless to each other and the part above the window is a separate part of the texture sheet or a different texture altogether... it's pretty easy to make as the right is just a partial section of the left side of…
It's better to embed the images directly into your post, than to use Attach File (which makes it difficult to scroll through the images). You can drag-and-drop images directly into the post editor, or you can use the Attach Image button (looks like a little landscape painting). It is natural for normal maps to show…
Hi guys, is there any brush in zbrush (or way) with whom i can roll up edges of trousers or sleeves like shown on the pic above? i hope u understand what im trying to ask
Heya, I have serious problem that literally making me crazy :C The Software i am using most of time are blender. Zbrush for sculpting and i recently knew about xnormal. It seems decent software. However Here is my problem. First is Cycle render picture, Second one is uv of this cloth. For Zbrush, when i generate the…
Might be dated info so take it with a grain. For game art bevels are important when it comes to baking textures. Rounding off corners and edges is important because no edge in nature is a pixel sharp. Even a knife edge is round and reflects light. If corners are left square they look unnatural and artificial and they bake…
This year of my life is all about finishing stuff I started. After three attempts, I finally made it through Thomas Pynchon's "V.". I feel good about that, even though I still have no idea what the fnucking halaal it was about. Not that I'm alone in that. After a while I guess I'll try 'Gravity's Rainbow' again. Now I'm…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
The mask and the crystals are two different subtools already. And that's what I was ultimately going for, I wanted it subdivided without applying catmull-clark smoothing (low poly version with soft edges like the 2nd picture) but it ended up projecting the low polygons facets onto the high as a result. I may have to test…