Hello, I´ve stumbled with a problem that never happened to me before. When importing this mesh to Painter. The mesh looks ok when in Maya but when I put into painter this happens. Which is pretty much the same result as the average in Maya I´ve tried to lock and unlock the normals, import it with smoothing groups but it…
Hi there, I am thinking since many years of doing an old-shool crpg, feeling motivated to try again ! I started working on a classic medieval city yesterday and want to see what I can do investing a bit of time in it everyday after work, I think its a good way to see if its feasible to do a crpg of the type of Baldur's…
Hey all :P So say I want to mirror UV's and textures for certain parts of a symmetrical mesh, but not others, what is the best way to go about this? I've thought long and hard about it, and the method I've come up with is tedious and very long, and seems rather ineffective. so Here is the model i'm trying to partially…
Ok so I'm working on a project were a building is being destroyed. This is done with houdini dynamics. Now because the building will collapse it's already broken up into parts in houdini and then imported again in maya with alembic. I want to project a matte painting on this and bake it into the UV's. The projection looks…
I'd say maybe make smaller goals for yourself when it comes to creating 3D. If you're spending weeks and months on a character, why not try to do a small prop? That way it should take you less time, and with a smaller scope it will feel more manageable than a giant project.
I think I know who the streamer is, and he has done this for many many years. He can also take all the time in the world to create and do exactly what he wants. However, using alphas CAN be 'cheating' but it can also not be. it is down to how you use it and what you do with them. There's plenty of cloth fold alphas as an…
Here is a picture for better visualization. What do you guys think is best? Tiling it or just forming these features out in normal map on my UV then creating the textures in Quixel?
I stumbled upon a material by Matthew Taylor which has this interesting curly flaking and I tried to discover how did he do it using the picture of his graph but I failed. Now Matthew promised that he will do a breakdown of this material but I'm guessing that he did not have time to do it. If anyone has any Idea how to do…