Hey guys, First time post so I hope I am in the right place. I just finished up a small document with a workflow for seamless baking for multi-tile UV maps, I am currently using this for my characters, let me know if this helped or if you have any suggestions. Thanks, TRAK. Multi-Tile UV Seamless Bake Workflow This is all…
Yeah so there are basically a few different methods right: 1. Use averaged normals on your entire mesh, no hard edges or custom edited normals. Using a cage or not has no bearing on your baked result(unless you manually edit your cage, which works differently per app, hand editing the cage/envelope in Maya for instance…
I love good thumbnails. I often find that I prefer thumbnails and silhouettes more than the final pieces. I figure the reason for this is because thumbnails allow the viewer to fill in the shapes in their own imagination. Some questions I have: 1. How much time do you put into thumbnails and do you use any photo source…
hi Kyoske. I've had that problem before and I'm guessing there's vertex order (Numbers assigned to each vertex that you sculpt on in ZB it has to match the low poly as well) delete or weld any together or start a new mesh for your retopo will overide those numbers from your high poly mesh in ZB causing it to deform it in…
If you did a Freeze Transform on all your bone objects. 1. Turn on Autokey 2. Go to the frame you want to have the bind pose 3. Do a Transform To Zero operation. (In the Alt + Right Click menu.) If you did not freeze transforms. (This only works on the bones if they are not rigged.) 1. Turn on Autokey 2. Go to the frame…
Q: On the polycount page for this contest, under the presentation section it says: Is there a missing number in that sentence? Also: Non-square (2:1, 4:1) texures yes or no? A: The image must contain at least 2 angles of your item(s). This has been updated on the contest page, thank you for pointing this out. Non-square…
Guys I've a question about udk,a friend of mine explained me how to split a dds mipmap texture into the single tiles,edit them in Photoshop & stitch back together into 1 mipmap to have variation on each tile while keeping it tileable,in order to have less repetition of the pattern on the distance,the only problem is that…
Hello again, I missed a few weeks due to an art test (which I hope to be able to share later) and some other stuff, but I'm back on it! This time the assignment was to make more thumbnails and really think about composition and story. I did a few with values and some with lines. I chose one of the comps and did a rough…
#1 & #2 I like the shoulders of #1, but the lower half of #2. shouder pieces makes the character look somewhat more intimidating (in my view anyways xD) and more open areas in the legs area makes her able to move freely in combat. In the game, diana is an agile assassin. #3 looks nice, but the clothe seems too ornamental,…
Have to agree with agk3d and cardinal about your rates. You are basically asking a modeler to do several hours (4-6) of medium quality work - but are only compensating them for 1 hour of work. Likewise with the animator - at least 2 hours of work to rig - skin and animate the simple cycles you want. And your only offering…