What's the main problem? Do you mean the seams you are getting, where the arms or legs are showing or the lack of normal map detail? UDK tends to need a bit stronger normal maps to make them stand out. And a specular map does help. You can also try adding a heightmap and using a bump offset node to make some materials…
Hi, I have encountered this problem before. It is a pretty easy fix. Open Maya and turn on the display face normals. Display>Polygons>Face Normals. This will show you the direction the faces are pointing and you will see that the faces not showing up in ZBrush have their faces pointing toward the inside of your model and…
I gotta say that's not looking next gen at all so far. If you have normal maps they're not showing much in those shots in fact it looks completely unlit. I can't really make constructive criticism since I can't tell what the problem is (no normal maps? No spec? No lighting? too many lights?). All I'll say is the way it is…
Hi again, I need to correct these two things where I dropped the ball: - I said "modern texturing workflows using photographic sources", but that's actually the legacy workflow. The modern one is using Substance Painter to create procedural textures (pretty much infinite resolution, if you're not using any raster maps in…
One thing important to say is that the game where i make my models don't support bake maps like normal maps, etc, so when you simple AO bake give the most info of your model is better for the texturers who use normally the ambient oclussion bake in multiply mode in their photoshop to take the shadows of the model for…
Hi! First piece of artwork uploaded on Polycount, looking for some critiques and comments. I've been working on this scene for a little while in my free time during the past few months I started it as high res modelling exercise and one thing led to another, decided to push it further. It's been done in MAX, textured in…
Hi! I'm just testing around with texture baking and got those ugly smoothing errors. I've already tried some other methods, different UVs and smoothing groups, but it always ends with messy UV seams or ugly smoothing errors. I've also already used the forum search, but I couldn't find a good solution. I don't know what I…
i use max 7 but got zbrush2,i want to get stuck in on normal mapping on my next char. I have zbrushcentral on my favourites and will read all, can anyone tell me if i made i lo poly model then imported it to zbrush sculpted detail,would i then be able to make a noraml map and have it show in max? Do i need to model a hi…
This is really sweet! Love the ketchup and mustard bottles, My only thing that you could check out would be that your normal map is wasteful in a sense that only the one piece is using this. I'm only saying this as Baddcog had commented on my post saying that I had done the same thing. Here is what he told me: Honestly if…
If you want to make your normal map in zbrush, your lowres needs UVs. If it has UVs, the workflow is as follows: - subdivide your lowres (to level 2) lower your highres to subdivision level 2 and project it. - subdivide again (to level 3) set your highres to subdivision level 3 and project again. - repeat this process till…