Hey Jean-Pascal, thanks for getting back to me man. Yeah ok so the best way is for me will be to go back and take the time to unwrap the character in 3ds Max. Hopefully I can just export the lowest sub division into 3dsmax unwrap and then reimport it to zbrush without losing any of my high poly texturing or anything. My…
"That's the greatest thing EVAR! You'll never need an option to disable it! ...or so their thinking must have gone? It's kind of a really old throwback to before mice? Who uses it, who asked for it? Why? It seems very "programmery". I don't think you can disable it at least not easily. They don't make any mention of being…
Finally got time do clean the rig up and get some final renders. Software used: 3dsmax, ZBrush, Marvelous Designer, xNormal, Substance Designer & Painter, UE4 Textures: Body - Diffuse / Normal / Metallic / Roughness / AO Accessories - Diffuse / Normal / Metallic / Roughness / AO Head - Diffuse / Normal / Roughness / AO…
Without having access to the meshes and the software you're using it's hard to diagnose. Off the cuff, OBJ is a giant pile of crap that hasn't been updated. If you're using 3dsmax there are several problems with their OBJ exporter which was upgraded to a popular plug-in but hasn't been kept up to date either, before that…
A piece of paper wont set you apart from other people. Your art will. But, be it as it may, if you want to go to school, try to go to a school that has good teachers. Look at the instructors and evaluate years in the industry and if they are still in it. I got incredibly blessed to have such teachers that were on point…
If you're interested in art of any kind, traditional courses will always be a benefit, as long as you apply yourself instead of cruising through (man high school art was an easy course). Whatever you do, having some knowledge of color and form will come in handy, and the more the better. Most awesome 3d artists are at…
For most games with bipedal characters it has pretty much everything you need. Maya and 3dsmax are still better and more feature complete especially if you want to work with motion capture, animation layers and blending, but Modo isn't a slouch. Since I really like it's modeling tools I've thought about using only it on…
Aye, use what you need where you need it. It all gets broken down into triangles in the end. Don't be dogmatic about following rules, learn why so you can properly apply them... and... break them. Experiment. It really depends on what you're making and where it is going. Be mindful of how the triangulation flows and how it…
Here's what I've managed to scrape together on the subject. http://utmapping.wikidot.com/how-to-build-a-simple-cube-map Source has something similar but actually more automated and all you end up doing is placing cubemap entities around the map, run it and enter a command which builds all cube maps. also check out...…
renderhjs, render presets... and the only hassle with 3dsmax is setting up the RTT window for each object. xNormal is great, but why go learn another app and become defendant on it when it might not be available at the next place he works. I'd suggest getting the standard work flow down and then branching out and seeing…