Hey guys, so I was doing some doodles on PS and I notice I had Xnorm actually on filters at the bottom. I used the height one and it gives me a normal map looking thing. I saved it out and applied it to the model I was working on and it defined my texture! So to my understanding the 2 ways I know of to get normals :…
Hello everyone! Ok what do I mean? Say, I have a sword attack animation in game. And now the "designer" wants to makes the preparation section shorter (== faster), the actual swing even faster and then the sword should stay in place just for a moment before retracting. So in short: making the animation "snappier". Now…
hey those are realy interesting, but i would advise you to get a reference of someone doing the exact pose you are modeling. the sculpts have a lot of anatomical errors. the muscles are in the right places, but the shape is not deforming like it would in reality. this can be realy tough to learn because standart anatomy…
@Sunray Hey thanks! For the boots I did them all in zbrush using zmodeler, I started with the sole and worked on how I wanted the footprint to look (the pun!) using a very low poly plane then I qmeshed for thickness, defined the heel and slope to the the toe. after that I duplicated the subtool to temporarily seperate the…
First, thank you so much for this awesome script ! I'm gonna use it everytime now ! :) Some questions/suggestions : -What does mean "Preserve Mesh Input Connections" ? -It's possible to get a message box error when you hit "export" without tipping before an output path ? I know, it's stupid, but sometimes I forgot and…
The reason charts of roughness values vary is that you're defining an average roughness value for a pixel and that value will depend how large an area of a surface the pixel defines. Eg. Sandpaper is quite shiny if you look very closely but if you step a few paces back it looks much rougher cos the lumpy surface bounces…
Man i love the addition of materia to her gloves, totally helps sell it! I'm actually not a fan of her abs... i feel like they could be defined better, and their transition onto the ribs looks a little weird to me, like they're bulging out instead of flattening. Could be the matcap... This may be a bit more defined than…
I think we need some good scripts for repetitive skinning tasks. Take a skirt, for example... this is a script I started but didn't get to far with. It would be nice to choose some verts and it would do something like auto-assign the weighting based on their location, from some defined gradient/interpolation. Say, you…
hey man! i'm the guy from reddit. i did a quick paint over for you and forgive me it's been a few years since i did stuff like this so i'm a bit rusty and holy cow i haven't used polycount since college lol i'd say you have all the makings of an awesome model but the texture is lacking mostly in the macro departments. i…
Karoake_Warrior - Thanks! The tiling boards were made from two subtools, duplicated and offset to acheive the tiling and then that whole set was duplicated and flipped to create rows 3 and 4. The sculpting itself generally followed this process:* Trim dynamic to rough up edges and define general forms * Orb's crack brush…