nDo2 has the extra benefit of totally skipping out the baking process, which causes problems for a lot of people (as demonstrated by the topics in this subforum). However nDo2 is also limited by the UV's. I've only used the ndo2 trial and I get the general idea, but am in no way a pro with it - but I don't think it's…
Progress report #2 Ok guys, so I took aaron's advice and rounded off almost all the edges on the prop, I also increased the size of the bevels so that things register slightly better from a distance. Keeping all this in mind I designed the second washing machine and I'm generally happy with the results thus far. Also I…
@cryrid Is "Decimation Master" not really used in the industry? If so, why? Because you can't controll the flow? I know one person can't answer such a question alone, but i have to start somewhere :D that thing with the uvs... on this video " https://www.youtube.com/watch?v=ki0jBmjrqc4" at "00:40" he says "Work on clone…
Its as simple as this, the better your present your work, the better your present yourself. Sure some assets would be a little tougher to compile into a presentable scene, but honestly, don't slack it off when it comes to presenting yourself, what do you really gain? Is a few minutes or even an hour or two of your time…
Agreed, I think the best to expect is that the candidate has the ability to both model and "texture" a normalmap. For Example, It makes sense to build some bricks in 3d App of choice, load them into zbrush or mudbox and add some details (mostly irregularities, dont go over the top). Later you can reuse the normalmap in…
So I'm doing this very realistics and precises models for work, of organic looking bags and jewelry. This are for upclose products shot, I model everything but the stitches (for the bags) which I do with textures. I'm doing the modeling and unwrapping in Blender, then going to Substance Painter for texturing and back to…
Finally! We are extremely happy to announce to you our next video game art challenge here at Polycount: the Escape In many ways this challenge will be an experiment for us; Usually we have very tight-knit rules & specifications for our contests and a very specific theme. This time around we wanted to offer you guys a…
I'm trying to figure out an efficient way of making an exploded mesh for baking in Xnormal. Zbrush, 3dcoat, 3dsMax workflow preferable but I'll take anything. Scenario, very dense highpoly and uv'ed lowpoly assets intersecting in hundreds of spots spread over 50+subtools of varying subdivisions. Methods I've tried-…
I was told to repost this here instead of general, hope someone can help. I'm getting some pretty severe texture distortion generating uvs with UV Master. I think something is fundamentally wrong with my workflow. I'd really appreciate it if you guys could help me pinpoint where things go wonky, those who have established…
Hi all! I'm starting on a quick project to model this weapon: https://www.artstation.com/artwork/biological-weapon-concept Here's where I'm at right now with the highpoly (side note, I haven't quite figured out the best way to approach the new Polycount - I hope uploading images is chill?): I just noticed that there a few…