Hey, nice catch! I was having that problem with the front door and spent awhile fiddling with it, but I somehow completely missed the side door. I fixed the problem by fiddling with the lighting settings for Eevee. Getting some light to shine through the window was definitely on my agenda, and I'm hoping that the…
More progress shots, the arms and legs. I changed the arm somewhat compare to the original concept, turning the side wings into an actual sword, gundam style. Add details like floaters and panels to the arms as well as making the hand with proper articulations. This part was the most difficult to get the proportions right.…
Hey weee, It honestly depends a lot on what your model is, how your constructing it, and what your final goal is. Let's assume you've started the model in ZBrush from a single poly sphere. Lets also assume your goal is to complete a single, highly detailed subtool for something like the sculpt of a persons head and your…
For gameart, it doesn't matter what base you use, since you're just baking normals - only the final result matters, and therefore what base helps you the most to get to your result. I would recommend anyone who's just starting out - to use a simple basemesh, and then work your way up the more you sculpt - as you'll see…
Is it Possible? I have animation on two joints (Hips and Pelvis). I want to move animation of Hips Joint to pelvis joint so that all the transformations on Hips and Pelvis will stick to Pelvis and I am able to delete Hips joint but final animation remains same.
When I work, if I'm going to make use of other maps, I plan ahead and model accordingly. If I'm going to be using spec and normal maps, then I'll use zbrush and give the sculpt a painterly flair to it. Once I have my high poly bakes, then I can create AO and Cavity maps that help set a framework for the diffuse. I've also…
looking for advice on this, I don't really know much about 3d art, more of a 2d artist. So I have a tileset, currently divided into small pieces like so: It's pretty much just a beveled cube divided into quarters and then modified to each shape. They will be joined into the full tiles I need and then imported to Unity…
@DefiledVisions - Thanks man! I appreciate it. My workflow is nothing too fancy. I do retopo in Max with the graphite freeform retopo tools. Then when baking I bake out AO, Normal and Bent Normal maps. I take the green channel from the Bent normal for up lighting. And take the normal map into Crazybump to generate a couple…
No worries... Almost. It is imported as an uncompressed normal map. My preferred method, as I mentioned above, is to create the "flow maps" in 3dsmax. You take a plane with a regular top-down mapping and you start moving verts around, rotating, whatever. Then I created a script that automatically bakes the deformation down…