Hi guys. Im just working on a couple of models that will soon need to be textured and I'd like to create the diffuse by polypainting it in ZBrush then finish by touching it up in Photoshop (normally I would just do the whole diffuse in Photoshop). My problem is that I have no clue on the workflow used when doing this, for…
I want to use Mudbox's feature of exporting the screen to Photoshop so that I can get rid of some seams on a character model, but I don't know how to get the model and its skin into mudbox. Can anyone give me a quick rundown on how to do that? Thanks. (I have the skinned model open in Cinema 4D, but don't know how to…
Hello, I hope you are doing well. I'm modeler and until this time in all my props I made a base mesh in maya and after this I sculpt the details in Zbrush. This time I tried to do a bow completely in zbrush but my client wants a more defined sculture, I tried to smooth the bow in diferent subdivision levels and to use…
I would like to archive foggy/moody/volumetric lights that shine through windows like in this picture above. I have seen a lot of artwork with this type of light and I simply do not know how to set it up in my scene. The picture below is my scene I am trying to make the light very bright and foggy when they shine through…
Hey this is how my materials usualy look like, note couple of things tho: -I've desaturated my diffuse and used it as a spec, this is whem im lazy and dont want to create a proper specular map so dont always do this. -my SpecularPower is a single constant, remember that you can use a texture for this too, again for this…
I have this shoe... But im having some issues on how I should handle this edge loop so it doesnt give me issues in zbrush. Should I A: Figure out a way to support it B: Don't support it, and just touch up the bake to be smooth in that area (But that wont really help me with future problems where I want that nice bake edge)…
Lobby - A Social Experiment It seems that in today's world communication with those around us has become ever more simple and "dime a dozen" social networks have appeared everywhere. Yet all of these communication platforms are missing something very important, to make communicating with those around you simple. The idea…
Thanks for your answers! Wouldn't that destroy my initial sculpts then? I don't understand the point. Awesome! So I just export every High Poly Subtool and fill in the hp and lw in xnormal in the right order and it automatically bakes it to one map? EDIT: Don't mind the "right order". How? I just found the way with merging…
Long time since my last time here, I went to game jams and enjoyed being in develop groups, but I kinda let go modeling (cause I burned out all my energy on modeling everyday from scratch). I wanted to ask you guys, how often do you model? Do you follow any rules? (for example: I model EVERY day at least 3 hours) I admire…
firstly, I would like to share this video of diablo [ame=" https://www.youtube.com/watch?v=M3qx4RcoyLA"]Diablo III - Monk Sweeping Wind HD Runestone Preview - YouTube[/ame] My question now is, the PEs are 2D images, and we using Esenthel game engine's PE + timeline effect... But how do we achieve the effects as in that…