"it's going to get confused when it comes to edges where different elements meet up? " I don't know what the problem here is ? just shift-select-move-explode your mesh piece by piece for baking and Voila! Its kinda what everyone would do in this case. Edge problem solved.
They were/are having a tough time. Keeping studios going in L.A. and well California in general is really expensive, especially compared to a place like Salt Lake. So it kinda makes sense from a business end I guess if they can get the same amount of people, and give them the same quality of living, but at less cost...win…
I once had to bake and paint a huge unique "macro" texture for an in-game terrain. 20 textures or so. Huge pain to assign multi materials considering it involved re-thinking of uv unwrap several times. UDIMs were super helpful. To bad I had to make it multi submaterial in the end anyway for in-game export . Couldn't find…
Most of your inset panels and grooves are perpendicular to the surface you'll be baking from. You'll want to angle them a bit if you want to bake to a flat surface. As a quick demo, take a flat plane and extrude straight down a pattern like the basic grille like over the speaker cover. Then look at the plane straight on in…
Thanks for the detailed and honest feedback Bagel, it's definitely appreciated. Wow a lot to unpack here haha: * The shading issues. Usually this happens with triangles at poles and usually I don't know how to fix it without adding in more geometry which I typically don't want to do for the sake of poly count. I've tried…
[SKETCHFAB]159adea17da346ff87ecfc9f3be98ae3[/SKETCHFAB] Here is a rock I made yesterday. I'm actually really happy with it. Spent some time going through the 'rock thread' and picked up some good tips. It's sculpted in ZBrush using mainly the Trim Dynamic and Trim Smooth Border brushes. I made a few custom rock alphas to…
I'm looking for a tutorial that shows how to texture heads. I'm looking for one that uses Maya or Max. Preferably, it would show how to unwrap models, adjust UVs, create photo reference textures, and then apply it to the model. I'm also interested in hand painting texture tutorials that create stuff from scratch or at…
Perhaps some mystical glowy particles could help to make it clearer-- I think as it stands, it's not obvious that that would be the case. I look forward to seeing updates!
make your model based on photo > project the photo onto model UVs > bake to model UV . As of making hi res image from low res Artomatix can do that. It's AI based. Maybe something like this https://github.com/tensorlayer/srgan could do it too but I never tried it myself
[sketchfab]a7aa378e1d5347f59d58190dc9de25bb[/sketchfab] Hand-Painted Home (based on concept) by therealmarkehlen on Sketchfab completely based on https://www.artstation.com/artwork/low-poly-house I just had to take a stab at it too my color texture made a second set of UVs for light mapping. baked from blender, mixed in Ps