I want to post my workflow to see if my workflow is a good way to create some assests to dota 2. Currently my workflow is: Create a loose base mesh. Import into zBrush Sculpt(I also retopologize the mesh) and polypaint Import into blender Create a low poly from the sculpt. Bake in xNormal Photoshop for textures Rig in…
Actually, I lurked around here a day or so earlier, and I found this page while googling for pretty much anything connected to JoCo and the phrase "the cake is a lie" (this thread is currently on the second page of Google results for the phrase. I'd feel pretty silly for joining a community without anything to show, so I…
yo whats going on everyone i am currently working on a bicycle and heres my progress so far planning to bake a normal from this high poly so heres my high poly model check it out i have a single high poly link for the chain and for the gears i have a plane. so i am planning on using alpha cards for this
I love Ren'Py because it's so easy. It takes only minutes to learn how to set up a visual novel if you're just going by text and choices, which is an ideal way to make something interactive for someone as code-illiterate as myself. The aforementioned Juniper's Knot is definitely worth checking out, it's one of the most…
Yeh I've taken the highest subdiv. So would you recommend taking a lower subdiv which keeps the shape, making the retopolgised mesh using that. Would I then export the highest subdiv to bake the normals in Maya, or do I import the new base mesh back into Zbrush and bake in there, or are either suitable methods?
This doesn't seem right.. Roughness sure, but this scene was built almost entirely out of Megascans stuff, and none of their photogrammetry models come with AO maps. The surface scans do, but I thought that was because those textures are used on surfaces with minimal geometry. If the model has all the silhouette…
Hmmm... Well Usually I don't work without a concept, specially for scene's (I don't think I've ever done that, I'm really bad when I don't have any reference :( ). Usually though I like to make my high poly first, since it is much more "relaxing" to do that and then quickly build your lows / unwrap / bake etc. I'm…
A. Not really, you might have scratches that need to go across seams flawlessly and doing that in photoshop is a pain in the ass. Plus its easier to visualize on the 3D model where the wear and scratches will need to be. B. It's really not that hard. Planar maps or auto unwraps based on smoothing or angle will cover about…