Why do we have to "normalize" our normal maps? Here's an example that hopefully helps illustrate it! Notice how the lighting is messed up in the edited normal map. You can't see the windows anymore on the dome and donut, and even the flat background is reflecting the wrong colors. This came up in my last post; I shared…
Hi everyone, We’re looking for freelance 2D traditional animators to help with tie-down and cleanup work on an active game project currently in production. The work will be paid at a flat rate per frame. We’re looking for artists who are comfortable working in a traditional 2D animation pipeline and can match an…
I would like to make this When I use an IMM Curve Brush in ZBrush to create a decorative pattern, I scale the inserted mesh using size graph in curve modifier tab. But from the side view, I can see that the scaling is based on the center of the IMM mesh, not the bottom of it so when I scale it down, the mesh ends up…
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…
Continuing retopo. I had a big question about floating geometry. I'm trying to figure out when and where it becomes best to fuse geometries together, and after discussions with people, it always seems to be just a matter of what goal is being aimed for. I swear someone is going to call me out on the belts etc for not being…
Our client is looking to have a 3D model produced of a flatbed trailer to be used within the video game Euro Truck Simulator 2. If you are interested in this project please get in touch or find more details here: https://cghero.com/request/nooteboom-flatbed-trailer-model-for-the-game-euro-truck-simulator-2/ Regards Chris
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
The only things to criticize are the tyres, if you look at some references of an actual wheel you'll find that that is not that flat, but more rounded and deep where the rim connects to the rubber. I know that you where looking for a more modern look, like the late 126 models, but it's the same, the tyres are not that…
First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…
Make sure there is no hard edge there as musashidan mentioned (vertex normals along the seam are not split) and make sure the normal map is in perfect 128,128,255 flat color and there is no gradients in blade part. There are shouldn't be any based on your mesh. Ps. There is no perfectly flat normal color obviously since…