Which one is better Mudbox or the latest version of Blender (2.81 or 2.8)? In this case i mean solely for the reasons of 3D painting a 3D model from (photo) textures. (I do NOT mean painting a stylized character using only colors).? Which is better speedwise and feature wise...? AFAIK at this stage it should be blender,…
Hi everyone, I am currently looking for 2 custom 3d models with a similar polygon count and texture work to latter-era source engine titles for an amateur source film maker project. Feel free to PM for any more needed details on model specifications and/or payment, and thank you for your time.
Hi there, im new to 3d too, saw this thread and got some questions :) Making the low poly version is because it's easier to texture? OR can he just use the highpoly model? Other question, when you say make a low poly version and bake the normals does that mean that you transfer the detail of the highpoly onto textures and…
Hey everyone i just finished this litle alien bugg and i got a question, the collors you see under the shadow such as the purple/redish/blueish collor is made with lights, now my question is, is there a way to make these collor effects with warping collor texture or something, i cant find a proper tutorial that explanes…
all week long, i have been trying to create normals of bricks using textures i made. its impossible. I then tried to see if i would replicate from other peoples made normal maps. all the results from NDO2, Crazymap, Knald comes out shitty. I'm losing my mind here ppl. someone help how do ppl create good normals from…
So lets say, you use photogrammetry/scanning of a "flat" (ground) surfaces like ehm.. ground :-), or a brick wall etc. - somewhat "flat" surfaces. You want to make them tilable - ALL the maps (diffuse, normal, displacement etc.) What programs to use to make the process of making them tileable as EASY and as fast as…
Hello there, I am creating my first game character, so forgive me if this is a bit of an obvious question but I couldn't find the right resources. I am done with re-topology and am onto UV's, but I can't fit all the UV's to my UV square. Do I simply reduce the UV shells together as a whole to fit or selectively reduce UV…
Basically I'm 'attempting' to create a voxel game in UE4 but I want to use very small textures, let's say 64 x 64 because I really don't need any bigger. The problem is, it being that small I get a lot of UV island bleeding. This also may become an issue later with mipmapping. 64 x 64 2048 x 2048 Any ideas? Thanks.
It has been a while since i've released a tutorial! But here is a new tutorial that takes you through the process of creating your own custom cage for baking textures in XNormal! With programs like Substance and Marmoset making cages for you, it's still really important to learn how they are created so you can fix some of…