The better way to handle this is to have a different model for skin-tight clothes, with no skin polygons underneath the fabric. Any skin that does show would be welded to the edges of the fabric. You can also have a little overlap if needed, for example a small flesh pocket for an open collar. This way you avoid excess…
Anything that can paint Ptex textures doesn't need UVs at the start. 3D Coat and Mari are the best all-around options for texturing like this. Painting vertices like this in Zbrush and 3D Coat can be a good way to work if you don't need quite as much texel density. You need a looooot of points in Zbrush to get a really…
I think that vertical lines on cilinders looks better than I expected. Main part with the disorted ufo is what doesn't look all too well. What about changing it? As a sidenote, I'm sure you notice yourself as well, but the green circle really stands out for having a different shade of green color, makes it look out of…
Absolutely. Here's the dropbox link with the low poly that causes the issue and the high poly. I also uploaded the maya file if you want to see everything. I fixed the issue before by conforming the low poly better, but I re-created the problem by moving a couple of vertices just a little bit so now it bakes like this…
That's not a bad solution, but I'd like to be able to have the tiles evenly spaced horizontally (like a brick pattern). As far as I can tell, you can't set up the gradient, evenly spaced horizontal positioning and random vertical positioning using just the tile generator. I've found a bunch of almost-there possibilities…
Vertex color is interpolated in a linear way. The distance between two vertices directly controls the width of the gradient between them. You need to change the topology of the model to fix this. You can fix this by selecting an edge loop, turning on Edge Constraints, and moving it.…
I like how you sculpted the upper body, it's pretty close to the original's feel. I 'd say your pose is a bit too stiff, his waist should protrude forward more and the chest should slope outwards as well, now it is almost vertical. Here is the zbrush central art dump in case you haven't found it, keep it up!
Update with : Bound box selection : place the origin to the vertice/edge/face of the objects bound box UV map to background image coordinates (rotation not supported for now) : And vertex group selection in VertexPaint mode : https://youtu.be/D2yZJpOs6SA All the scripts are available here with description of how to use…
It doesn't support non square baking yet (it's a global lack with both SD and SP baking) but you can bake in 4kx4k for example or whatever your highest vertical or horizontal resolution is, and set the document to the right size, everything else should work fine. The mask generators are built so that they don't stretch on…
Do you mean to actually connect the geometry like merging vertices etc, or having pieces in your 3D App separated (like a character with a belt or necklace)? The latter should be no problem, i guess most engines create a combined mesh during the export process, and you keep a better organized sourcefile. If not, just…