I was trying to re-create fangs like world of warcraft movie durotan had. http://www.korsgaardscommentary.com/wp-content/uploads/2016/07/warcraft-movie-durotan.jpg or Gul`dan http://vignette3.wikia.nocookie.net/wowwiki/images/f/f0/GulDan-Cinematic-Face.jpg/revision/latest?cb=20150808063356 i am a bit stuck as trying to…
You're not hallucinating; Blender's baker is actually as bad as you think. It supports cage baking in Cycles, but it doesn't have antialiasing and it's pretty slow. Maya and Modo both have bakers with antialiasing, round corners, and cage projection. Mudbox has antialiasing but doesn't have cage projection, so you'll get…
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…
no worries, i havent really started the face so far, just blocked out the main features and smoothed it. I do have problems with sculpting faces, only done a human face twice before Braids: were made using splines. based them on this: http://kevinjohn3d.blogspot.com/2007/12/creating-braid-in-3ds-max.html I cut off the…
I think the anatomy needs a lot of revisions, seems like some muscles are missing or disappearing and most have wobbly shapes. First thing you should do is apply a full black material and look at the silhouette, the forearm should jump out at you immediately, especially in the back view, the bones don't seem to line up…
Another example: The stretching can be introduced by the shape of the UV's. Straightening edges on the UV layout makes a messy normal map but it works out ok on the final model, Although it takes more pixels to accurately capture the squared off UV's so in general its wise to keep the shape of the UV piece as close to the…
Hey David, Sure thing dude! My general workflow as far as modeling and texturing goes is- - Create Highpoly model in Zbrush (for models with organic elements like the rocks) or Maya (for hard surface stuff like the temple) - Retopologize in Topogun (organic) or create lowpoly in Maya (hard surface) - Unwrap lowpoly in Maya…
Just google lightmaps udk, you'll find some good links that explain it well, including video links to tutorials for it. It's basically a second set of seperate UVs, which UDK uses to bake shadows and lighting information onto the surfaces of your static mesh. I think this feature will be gone with the new Unreal engine, as…
To clarify on tach's point, just making more or less detail in a channel doesn't actually change the compression algorithm to better or worse quality, but rather that some patterns of gradients tend to show the compression artifacts more visibly to the eye than others, compounded by the roughness/specular usage which can…
Sorry Eric but the Unreal Engine Marketplace price tells us "almost" everything we can expect and have to know about quixels price strategy. If this is not a bad joke, this is a brazen clap in the face to all your potential customers, especially after teddys long talk, we like to make it affordable for everyone. How every…