If you want to bake the normal map for the low res I wouldn't worry too much about having the ZBrush version mapped. Just lay out the UVs for the low polygon, and then bake the map in xNormal. If you want to paint the axe in ZBrush, providing you have enough polygon density, you can paint directly on the polygons and use…
I am trying to use this "compact material" approach for years and it always turns into non-stop puzzle solving. Isn't it supposed to be a great time saver? Guess the custom made input /output names should be matching perfectly to standard naming system . Nevertheless nodes are misses connection in half cases or do weird…
So... does substance PAINTER support finally 8K texture? Can i import 8K diffuse texture and make some adjustment on it in SUbstance painter...? The info is confusing on internet... So far i understand it that NO you cannot use 8K textures (paint them or paint on them) in substance painter ( they have this stupid cryptic…
- UPDATE 3/27: Project Finished - Sweet, got my first finished model up on Polycount, now it's time for my first active WIP thread.:) Here she be. Again going pretty much just hand-painted diffuse with Kerrigan here, though in hindsight sculpting her out and pulling a re-topo'd base mesh would have been a LOT smarter than…
UPDATE: Hey everyone, here's another WIP shot of the MegaMan I've been working on. He's 3050 tri's with 1024 diffuse atm with AO and lighting baked in. I just started texturing so I'll try to update you guys after I've made some decent progress. My biggest concerns that I'd like some feedback on are the silhouette and the…
Recently, in my spare time Ive been working on a necromancer character. Im close to being done with the diffuse map and will start on the spec map soon. Couple of questions though, for the eyes how do you guys go around creating them? Do you simply get a flat plane behind the socket and paint an eye texture on it, or do…
There can be a pretty significant difference between what bakes/packs well and a layout that is painting friendly. If you do a lot of painting, you can use two separate UV channels. UV1 bake/packs well, UV2 painter friendly. Then transfer UV2 to 1. I tend to do this with ultra low poly meshes that are mostly diffuse only,…
Depends on the engine. Typically you multiply the Ambient Occlusion into your diffuse to give it extra shadowing depth. Engines like UDK and Cry Engine also have in-engine AO that gets applied to your model based on your mesh itself. Combined with an AO map it can really improve the look of a model. Gloss maps are used in…
You definitely have some skill and no one can deny that you arent a decent modeller but there are some serious issues that you would need to address, IMHO, before you ever considered including them in your portfolio. * Your edges are extremely sharp on your meshes (especially the laptop) to the point where having a normal…
MOAR updates. ====== March-22-2012 Added an Alpha Lerp mask for the diffuse, just incase you need to have a mirrored texture but would like to have color variations on a second channel, replaces color, isn't additive. Not sure if I will keep the Switch for the Alpha, might as well keep a white texture in it and have the…