I've been experimenting lately with normalmap mirroring. 1. I've been able to use duplicate normalmaps with no problems in 3ds max. 2. Any flipped uv's don't get their normalmap flipped properly in 3dsmax, but a lot of engines support this function - I'm curious is there a way to make 3ds max support this ? 3. Is it…
Hey everyone really wanting to learn some more software to broaden my 3D horizon as an artist. Right now my main tools of the trade or 3DS max and zbrush(and all the texturing software necessary). I want to learn something new and I'm in the middle of Maya and SoftImage as well as Mudbox possibly. Trying to get a grasp of…
Hello community! I want to attach a mesh to another mesh without damaging the smoothing/normals. Do i just do like this if its editable mesh? 1. Select the first mesh i am going to attach it to. Add edit normals then select the normals and make explicit. 2. select the second mesh i am going to attach to the first. just…
He always sounded like a cool character. I just never got into him. Is anyone looking forward to the movie being made? Can I get some cliff's notes on what the story of the character is?
I'm making a model with a custom skeleton. How important is it that the purple line that drops to the "floor" point be visible in UnrealEd, and how do I make it show up?
Is it the case that in the majority of games the AO map is combined with the diffuse? It seems to create a similar effects when combined with the diffuse and it of course uses a lot of resource to dedicate the AO to it's own texture. I seem to be seeing a lot of other artists texture work that indicates it's combined with…
I have decided to model a different gun using some of the techniques that i have learned from this tutorial: http://www.polycount.com/2012/06/22/weapon-creation-tutorial-m37-ithaca/#more-10020 I hit a point where i am a bit stuck on something that is bothering me. As you can see in the image i have used the floating geo…
Like the titles says. How do you handle eyelids? Particularly for next-gen, realistic characters, with a focus on fidelity of animation and expression. Do you sculpt with eyes closed and let the riggers sort it out? Eyes open? Best practice for topology? All of my work has pretty much ignored the issue up until this point.…
I know non-game freelance artist can ask upfront flat fee, but wondering what's your experience is like for clients who state right away that they prefer paying flat fee only. Get your full pay after delivery? Or can you still do installments or per milestone, just no additional cost to clients if there are unexpected…
Something I realized, after smoothing out polygon mesh in z-brush and import into Maya, the UV of each every single face is seperated from each other. How can I make it not do that? Because when I make normal maps, these seperated UV faces creats little crack lines throughout the normal map. Really need some help here.