Both have their own benefits and drawbacks. I will list what they are for me but you're the one who has to give both a try and decide for yourself which is better. Here's what I observed: ZBrush pros: -Integrated topology tools - no need to use an external app and import/export the mesh -High-res mesh does indeed look…
Hello! So my next personal piece is going to be a modular scene inspired heavily by fantasy artists, such as Sean Andrew Murray's Gateway world and Harry Potters diagon alley. Sean Andrew Murray: Harry Plopper: The last time I attempted an environment piece was almost three years ago, so I'm going to be making a lot of…
Team name: No Limits Designs Project name: Destination Brief description: Destination is going to be a 3d MMORPG. The game will be a sandbox game similar to UO, but incorporate raiding, and other long term goals that players can accomplish. The game will be targeted towards a more mature demographic that appreciate…
Do any of the major programs (autodesk, algorithmic, unreal) standards for trobleshooting their application? The reason I ask is because I noticed a lot of people (amittingly myself as well when I'm in a hurry) will either do one of two things when stuck on a problem. They will either hit the message boards immediately or…
Okay so I finally got something that kinda works. Yet now I have different issues.....ugh. So turns out there is no tessellation on by default for the "metalness" material in Unity? Who knew? How to turn it on!? Heck if I know. Google wasn't much help either. Anyone have any ideas? (looking at my last video above…
Thanks, I am excited too! As long as you hadn't painted custom masks, the changes will auto-propagate. That said, I will have to use custom masks, so when I get to that point I will have to be sure the uv's aren't changing if I want to avoid doing them over. Yea these were all hand placed. Auto-pack algorithms are great…
The purpose of overlapping UVs is to save valuable space on the sheet. When you have multiple identical elements you place them on top of eachother in the exact same coordinates in UV space. This is called stacking. You want to ensure that the islands are placed exactly on top, rather than eyeballing. When you have a…
I've read about some of the newer methods that don't use canned pre-broke meshes or anims. I have some threads saved at work, will break them out when I get in. IIRC the basic idea is to subdivide the mesh dynamically, at the contact point. You use an algorithm to determine the shapes of the chunks (max/min sizes, avoiding…
Telekinetic: In the case of the ceramic wall I find I get better results by seperating the elements such as the ceramic bricks from the sandy grout inbetween them because that allows me more control over how worn the bricks are because I can literally wear the whole brick away by pushing or cracking it until its positioned…
couple of month ago i try using parametric modelling on fusion 360 and it was a mind blown experience, and now i a bit lose motivation using traditional surface modelling especially for hard surface surface modelling can take a lot of time just for making a simple thing or adding a simple detail create a multiple scatter…