Hi folks! I am looking for somebody to help me create many (probably hundreds) of renders. I have a collection of many STL miniature files my company has created, and an existing Blender scene and material setup for the render. The job consists of importing and resizing the STL files to fit in the scene, assign the…
I'm new to ZBrush and learning a good deal from just simple brush testing but I'm looking for a brush that will allow me to crease topology. At the moment, I'm deforming a clean car buy using the move topology in a low deformation and then checking it out in a higher setting, but I'd like to be able to crease some of the…
A) I have a zombie character mesh that is already skinned to the biped... I'm wondering how to create dismemberment animations, for example cutting off the head or limbs, or perhaps slice the zombie in half across the middle (example video (gore warning): [ame=" https://www.youtube.com/watch?v=Zz_vrbUCCvg"]Kung Lao's Buzz…
Hello all, and thanks for letting me join polycount :) I am at the moment trying to get better at creating game assets, and while my modelling techniques are somewhat decent, my texturing abilities are not. Over the last few days i've been trying to create a base texture that looks like this: But i've been failing…
I'm curious to what technique everyone uses to create textures like rock or terrain? Do you hand paint yours? do you apply normal maps? Personally i'm trying to figure out what the benefit of using certain techniques are. For example the way i texture my models right now is simply modeling, uving, photoshop, then bringing…
after I inserted an xref file (using drag) into scene, I want to make some instances from that file using shift+drag. but it only makes instance from root dummy of xref. I tried to insert xref from application menu, as I need to control all imported instances by one object(such as a dummy) so using "xref objects" is not…
We can transfer normals, weight them, and that's already super cool ! haven't you answered your own question? ..... it's not painting the normals as such but you could create a "coarse" mesh, cage as it were, and use that with "transfer normals" to perturb the normal on the target mesh ?
Diving into my first environment piece using Unreal Engine and I have a few questions. I've really only modeled bigger props before and have started to use Substance Designer recently. A few questions:1. What size textures are usually used for walls/ceilings/floors?2. When UVing a room, do you UV the wall/ceiling/floor…
I'm not so sure the Crease Edge Features is only for SubD modeling. It works on a single edge without producing any subdivision to harden it. It looks to me like the effect of creasing an edge produces a hard edge, so the outcome appears to be the same as hardening edges. Just the Quick Selection Sets are more clumsy than…
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…