@PyrZern: in addition to stevson's comments on the UV layout, I also think you have the face way oversized. The body will need a decent amount of texel resolution for the blue tattos, while the face really won't need that much more. And to echo what stevson said about the empty space, you really have too much of it in…
Thanke you all for the replays. EarthQuake: Actualy the sword has been sculpted in Zbrush and than I use that base for normal map. I actualy found out that for such little tiny detailes it is much better to do that from height map in PS, and using the normal map fillter and overlay it on the normal map. The resaults are…
why not build in chunks and render those chunks individual , for example if your having alot of floaters that are sub divided you can break those apart, and take big chunks that have micro details and bake those off as indivdual pieces. the idea is when building high poly is to think while building it how you can break it…
Yo fritz. Smoothing groups are just a quick way to add hard edges to a mesh. They don't affect sub-division, unless you specifically tell Max to do so, and they generally do not translate between programs. Better to use bevels or chamfers, those do translate between apps. Usually I find it's best to assign a single…
Objects have an over all scale transform history. So for example if you created a giant cube that object down 5000% it will attempt to apply certain operations with that scale in mind. You can reset it, telling it to use the current size as 100% (Hierarchy tab > Reset > Transform & Scale). Or if you don't care about the…
I haven't posted in a while, but I've been browsing some and you guys totally rock. It's truly inspiring the way you share your ideas on this board. I graduated from the Architectural Engineering Technology program in Aug, and now that I have my Bachelors I'm pursuing my masters in Architecture and Construction…
My primary hobby is scale model building (in the physical world) - https://www.flickr.com/photos/flintstonestargazer/albums/72157632658688479/page6. I also have a couple 3d printers with which I have generated parts like cockpits, engine details etc. which I have done in Tinkercad or, more recently, Fusion 360. I can do…
just a little proof that it works ;) 3dsmax exporter (as well as converter from other formats) of next luxinia release will support generating the necessary per-vertex attributes. I also intend to make a little tutorial about it + showing that it can work with deforming meshes, too. though it will take a while until then.…
Hello everyone. Yesterday i had a conversation with a friend about DDO (dungeons and dragons online). Im a 3d artist and i was trying to explain to my friend(playing ddo) what is a normal map. I figured that ddo have normal maps only on some walls and not on armors etc. So i decided to try to export some game files and…
I finally got tired of waiting for someone responsible to do something about this. ***WARNING*** artist writing code - prepare for your computer to be irreversibly damaged. If you have ever tried bringing vertex colors in from Blender - you will quickly run into the issue of no vertex alpha - until now! This is a two part…