in response to @mastershokhan I used Xnormal to bake. Basically you need to transform the fibermesh into a 3D mesh (Polymesh3D) Exports the high poly OBJ (you can paint the model/fiber with polypaint and export, the polypaint information will be embedded inside the OBJ file *this is just vertex paint* xnormal also read…
Xconvinct will be bumbling off to Seattle as a hard surface modeler at Bungie. He'll be making your halos, killing your mans some time in the next month. Congrats, Artem!
@rememba_da_name Lots of good advice so far so try working through each issue. There's a few different types of normal baking errors showing up so I tried to replicate all of them on this shape. Isolating each issue and working through it will help determine what's going to be the best strategies(s) for the issues with…
What the title says. In Max, if I turn the global brightness down, or turn lights away, the reflection map stays just as bright, making it look like its glowing.
I am looking for a low poly modeler to make a few outfits for a base character that is already modeled. If interested, please send examples of your work to kcjcamp@gmail.com. Thanks.
I'm retopologising in zbrush and sometimes when i move points they go into the object and it's a little time consuming to keep checking every movement. Is there a way to make the point ride along the surface?
So I'm making a rig for a potential project for later. I'm building the base mesh in MAYA and I plan on adding detail in mudbox. I'm pretty happy with the mesh so far, but I'm have trouble with the head portion. I've gone at it a couple of different ways but I'm never really happy with the result. Any tips would great!
Hi all, I'm on the way of stylized art in this period, but I really don't have done anything like this before. So I'm searching for any suggestion you may have to help me doing it better. Here's an art test that I'm making. Any advice would be helpful. Shapes, texturing, anything. The point was to make a building made with…