i dont see how it would necesarly take so much longer, since most games now are deriving your models from high poly originals seems like you could just convert the high poly to the point cloud and not need to bake any maps, make any low polys or anything, just make your high poly perhaps texture it with poly paint, and…
I've finally found time to revisit this project to try finish it off. I've made some improvements to the actual sculpt, but concentrated more on the texture work. I've been learning new ways to get better base textures out of ZBrush so I don't have to over rely on Photoshop, and I have to say I've had alot of fun learning…
Yo mates. Before everything Merry Kurisimasu desuu :D I have been working on a character set for Marketplace and was hoping to keeping that up for the future but after giving some tought maybe this is not such a great after all. Let me explain: Making high quality engine-ready characters with nice amount of detail takes at…
When you have an object selected and are editing its pivot (pivot editing mode) its possible to snap the pivot to the various components of its object. All the various snapping features work this way too, such as point, edge or snapping. I am discovering Image planes dont have any of the above features at all. Right now I…
Make a thread in Showcase & Critiques. I know its frustrating to feel a gap between imagination and execution, but I promise it shrinks the more you do, and the more you fail. Failing is good - just try not to make the same mistakes over and over again :smile: What I will say is that in a production setting this axe…
While Substance Designer is my main work skill and tool for a couple decades already. I could say I instantly see what's procedural and whats real in any work , even done by bests of the best. And to get any close to that "real looking" level you need insane amount of time in Designer . Much more then photogrammetry and…
Maybe this will help, although I wont do something this small in MD if its going to be a game asset. I will simply use splines in max or whatever 3d tool for extreme details can go in Zbrush for fiber details and bake it all out in normal. As for making the fabric in md conform to the string I ll just simply use the…
Sure it is depending on what you do. It is NOT an import limit, its not even a limit for saving a scene, nor is it a limit when working inside of Modo. The only limit is with export, and if you work smart you can even get around that limit. Its not necessarily the softwares fault if the artist cannot overcome certain…
Update on the gears. They aren't perfect, I am not really how to get these to fit. I guess they look close enough at the moment, and this piece is mainly just to practice texturing and baking, it will also hopefully be part of my university application portfolio. Should I spend ages tweaking the gears, or focus on the…
Ok, finished the coffin smoother. Only a few days to work on my original entry now~ Vacation always passes too fast. So, some feedback about handplane. Overall I actually quite like it. 95% of it worked without a hitch, and was easy to find my way around. It took me a while to figure out how to do a material map based on…