@iam717 So if I got this correctly, you essentially want a form of post processing for baked textures? If that's the case, I'm curious to know for what bake types and exact benefit? Would channel packing and compression(i.e. Normal xyz to Normal zy) also be something of a value to you? Not to stray too much off topic but…
It's a bit pedantic but 'How was it done?' and 'How can it be done?' are two different questions. How was it done? Likely sculpted in Zbrush. Probably using a combination of custom alphas and brushes for the smaller details. (Possibly incorporating some remeshing or retopology steps to refine the larger shapes.) Sculpting…
I wanted to see what this character could look like in Redshift. It's very tricky to get the skin shading right in this application. I used scanstore textures which were not the highest resolution. It worked well for a Unreal Engine project but perhaps for redshift it could be better to use xyz texturing. Especially the…
Hi!So I've been sculpting this character and I'm using the MetaHuman topology. I now want to project a 3D Scan Store basemesh for the body and for the head, TexturingXYZ. My MetaHuman basemesh is at real scale, that is 180 cm tall whereas the Scan Store mesh is 1.8 cm tall.What is really the correct workflow you all use…
Hello, My name is Fedor I'm Material Artist & Environment Artist and I'm currently looking for: -Freelance work -Full time remote work Experience: 2018-2020 Personal projects 2020-2022 Freelance - Vegetation and prop creation, environment art. 2022-2024 NEXT-GEN DREAMS - I started as an environment artist, creating…
Before true projection baking in 3ds max, there were plugins like Mankua's TLUnwrap that let you transfer your UVW-Unwrap into XYZ (basically copying the UV channel to the geometry channel, and there were other scripts for this as well through the years). Due to the W component that would give you some depth, you could…
That's what I've started to pick up on. When I first really got into 3D and making ambitious projects, I felt like the time that it took was just "baked" into the project itself. i.e. you want to make a real-time character? well then it takes xyz amount of hours no matter what. Now I've realized that you could make a…
OK, bringing this back. I originally started this project because I played Jedi: Fallen Order, well guess who just finished Jedi: Survivor? This guy. However, we are completely reworking this with a new outcome (hopefully). I was really impressed with the new Metahuman pipeline for UE 5.6 so I'm going to rework this for…
Just tried it, and the Spline IK is a very good addition. Note that the important part in step 5 is to replace the XYZ position sub-controller with a path contraint (or use a list controller like seen in the image). He probably started to write that, but then jumped ahead to the bezier float. Or maybe that used to be the…
I began by blocking out the entire model, focusing on accurate anatomy and correct proportions. The organic 'bug' elements and soft meshes were sculpted in ZBrush, while the remaining components were created using both Maya and ZBrush. For pore detailing, I used Texture XYZ scans with ZWrap. The rest of the model’s surface…