Hello, i post a message here, because i deeply need help for a marmoset presentation project. For the last couples of months, i finished the modeling of the Eotech L3 holographic scope. I'm pretty satisfied with my final result that i present you here : Front view Perspective view Left view Perspective view : The red sight…
I have a script I wrote that sets the active time segment to 100f based on the sliders current position. I have this script bound to a key so its a quick press. Not that the ctrl-alt-MB approach is bad but it can take a little time to scroll it to a desired frame range. macroScript…
Hi everyone! I ran into a technical problem with the symmetrical normal map part of my model (there is an ugly seam after texturing in Substance Painter). In general: My model has the symmetrical section on the back - consequently, it has overlapping UV islands. Triangulation is symmetrical too. I bake my normal map in…
Hey! I've almost finished this revolver that I'm basing off of a concept created by Keith Thompson. I'm following the concept pretty closely but have changed some smaller parts around to make it more my own and to make it look more functional. Here's what it looks like right now (rendered in the awesomeness that is Toolbag…
This was my first time completing a model from start to finish using Zbrush.I began with Zspheres,sculpted everything,then took advantage of the ZRemesher Tool and set the guides of topology(Not visible). My question is,are there any reliable workflows for Game Development that would be of use? My workflow at the moment is…
Hey Guys! I am working on this traditional Japanese tea ceremony set and Chashitsu (tea room)for my thesis, and I needed some overall and detailed critiques and some advice on techniques on how to make it better. I have modeled everything in 3DS Max 2016 and am texturing it all in Substance Painter 2 with combination of…
Hey all, I guess I am going to throw my hat in here. Hardsurface in Max -> Substance Designer -> Chivalry SDK / Toolbag2 This is just a 3Doodle but I want to try a mace with lots of hexagonal and geometric shades with lots of ornate smaller details. I will probably do a few more blockout variations like these to hone in on…
That won't work. What I stated will fix it. Your normal map is SUPPOSED to look like that. Your normals baker adds those 'triangles' in the map to compensate for your low poly not being smooth. Never blindly look at a normal map and claim errors, always apply the normal map to a model inside your target viewport UE4, CE3,…
Hello, I'm creating a game-ready weapon model and have started to bake my ambient occlusion maps, but have run into some problems with my first try. (Each movable component of this model is its own mesh so that it can be manipulated. Below I'll just be talking about two meshes that are from the same UV tile) I created this…
Hello there. I'm currently working on creating a barrel plank and wanted to conduct a test bake, but unfortunately it's not working correctly. The least artifacts in the bake I get when using the 4k version, but I'd like to avoid using a 4k normal map due to the model being intended for a game. Here's my workflow for…