Hi, :) Whats the best way to start a model in zbrush (humanoid)... Making a low poly basemesh in 3dsmax or starting with zsphere and zsketch to make that base mesh? thx :thumbup:
Just to redeem myself from the bad quality renders and vids I put up before I've uploaded the ones I'm handing in- just because I was so tired at the time I originally posted I thought better versions should be shown. I redid the videos. I found that Camtasia likes the editor, but not the game- so I used fraps for the in…
[ QUOTE ] If by sad you mean really hot, then yes, it's tragic. [/ QUOTE ]I don't even like the idea of 'booth babes'. This is even skuzzier than what we do. It's not that I don'tlike naked women, I do I really, really do. But what the hell does that have to do with the product? They're trying to take advantage of my…
Hey guys. I've made a node-based texture generation tool similar to Substance Designer. It's called TextureLab. I made it web-based because I wanted it to be easily accessible and I wanted to promote sharing and build a community around it. It's far from being complete, but the prototype works well enough for you to be…
Ok, so I decided to start with making the table... Just a simple wooden table with a bit of metal. This is because even if it's covered by a lot of different props, it will still be a big part of the final render. I also wanted to make this first because it's an easier part so I can keep testing out styles with this. The…
I don't know to what extent you need Blender to remind you of Max, but I will suggest that you might feel more at home with Quad View mode, which you can toggle with Ctrl Alt Q. You'd also be better taking Prime8's advice with switching the default "Select" button from RMB to LMB (File > User Preferences > Input > Select…
Hey everyone, I would like some feedback on this ammo box please. It took me 2 days to make and it is one of my first Zbrush Sculpts that I baked onto a low poly. FYI I created ALL the textures on this asset using anchor points, fill layers, generators and some hand painting, always using the baked maps from the High Poly…
Would re-baking be such a terrible issue? I mean, if your already basing your normal map from a high poly mesh, then why not correct or edit the things on the highpoly you want to fix on the highpoly and re-bake? If you did make these changes only on the normal map, and then later decide to re-visit the highpoly to make…
Been trying to hone my skills (currently using Softimage) to build a good asset to go on the portfolio. I've been inspired to work on this using themes and inspiration from the aircraft of Bioshock: Infinite. I feel like I'm really far from pro, seeing a lot of these other industry grade pieces around here but I figured…
If you want high-frequency details, either sculpt it out or make a dedicated height map, and convert said height map into a normal map and mix it with your baked normal map (the sculpted one). The high-poly does not need to have high-frequency details (ie. you don't really have to sculpt it), but it requires a good…