Hi there I have problems with getting my Models into Quixel. This what they look like in Zbrush: Low Poly: http://postimg.org/image/qpaqmwjl5/ High Poly: http://postimg.org/image/4luzjvu83/ And this how it looks like when i import the lowpoly model into Quixel Ddo along with the normal map created by Zbrush: (xnormal gives…
ok, i have a Nvidia GeForce4 Ti 4200, and when trying to use Nvida's melody normapping program all it would diplay was unshaded models that are solid black. I wanna know if this video card will support normal mapping. I cant find a requirement on the video card, so i dont know. and i dont have any new games yet that use it…
Hi! I’m new to modeling and practicing SubD in Maya. I’m working on a bottle-like piece and I’ve reached the rounded end (think test-tube bottom). I’m not sure what the best way is to close this shape under smooth. Because it’s SubD I assumed it should be all quads instead of collapsing to the center, but when I fill it…
I first started with zspheres in zbrush and did a blockout/ minor detailing. Then I retopo'd it in 3dcoat and once that was complete, took the new base mesh into zbrush to do final sculpt. Brushes I mainly used were clay buildup, orb cracks, and hard polish. After all that, I Uv'd the lowest subdivision mesh and baked out…
Yes I when I realized the problem it made perfect sense to me, because the object was scaled the ray was going straight until it bent outwards when it went for the cage or other way around in Xnormal I guess, this was causing the normals to be skewed and distorted. The cage needs to be the same as the low poly planes in…
I separated the mesh into pieces for a cleaner bake. After xnormal i took it into 3d coat to fix baking errors and give the normal map some aditional details that i felt were missing in the initial bake. It''s safe to say that 3d coat is a great tool! Those additional details that would be a pain to bake or sculpt, really…
+1 for iOS device with work on it. I've done that in the past and gotten traction simply from having work at the fingertips of the person there. Business cards and resumes are cool too I guess. I would say just ask for their card and email them the following week to formally send in your stuff. Everyone is so busy at the…
Ian McKellen head: [March, 2013]It is my first head project. Modeled in Zbrush, topology in 3Ds max, normal map in xNormal. Hair is made of many plane, and yes, I place every of them one by one. Only head has arround 1800 triangles. With hair is about 3500 triangle. Face: Back: Without hair (I'm sorry Sir McKellen :) ):
Nice dagger! I like the design and... all! Nein! Vector displacement mapping! You could try to render a vector displacement map + a normal map and play with the xNormal's DX10 tessellation ( see the spherical spikes example ). DX10 can perform that... but, of course, once DX11 is oficially released will be faster to…
Final Submission: Beauty Shot 1 Beauty Shot 2 Additional Pics: Used Maps Maps Wireframe Shots High Poly I really liked working with the handplane baker and it worked pretty much perfectly. There are some minor things which could be improved. For example it would be nice if the curvature map could be splitted in cavity and…