Hello there, This is a question for 3ds max maninly. If you made a series of zbrush hipoly models that represented frames of animation; IE: 1. you sculpt a muscle man, lowpoly and hipoly; 2. then sculpt a few more hipoly models or augment your hi poly model several times to represent the tightening of muscles or loosening…
Hi all, this is my first serious post here, i hope isn' t against the rules but i' m posting the work i' ve done in a while for a game invented by me, i don' t think the idea is special but i'd like to play an fps with those elements, this game is a sort of experiment before making a greater game we want to make in the…
Thank you both for the congrats. I'm going to uh, not comment on the bow until a chest ships....it's been a goal of mine for a while to get an item in a chest so I'm not about to jinx anything :) The chains were a major learning experience. I made a subdivided chain model, put a joint in each link, and posed it wrapped…
dur23: Well, the whole point of a normal-map is to represent the high-poly normals using the texture, it's not really anything to do with having "the inverse of the low poly shading" as you seem to be suggesting. All it represents is the difference between the interpolated vertex normal and the high-poly normal, per pixel.…
Obligatory monthly update Progress going a bit slow due to personal life issues. What I got so far: - pretty much finished the hipoly sculpt (gun and magazine excluded, they will be done separately). There are a few details missing but I'm planning to add them via height map along with a bit more definite paneling or work…
@cryrid Is "Decimation Master" not really used in the industry? If so, why? Because you can't controll the flow? I know one person can't answer such a question alone, but i have to start somewhere :D that thing with the uvs... on this video " https://www.youtube.com/watch?v=ki0jBmjrqc4" at "00:40" he says "Work on clone…
I could only find the modern stuff, maybe the fantasy and sci-fi will come later. But I think that if you actually need to split you portfolio into 7 parts (3 kinds of environments, 3 kinds of props and then games) you are probably doing something wrong. I think you need to start combining some of the images (for example…
Hello everyone :) I've been doing highpoly modeling for a while, but I'm a lowpoly beginner and I have a couple of questions about it. As a first proper lowpoly test I thought I'd make an ammo crate. Couldn't be hard, right? :) All went well until I had to bake the normal map. I get strange triangles here and there, that I…
i would be interested to see your workflow. this "backward compatible" subdivision style doesnt really work for efficient topology for ingame model. the way a highpoly base mesh is created for sculpting should really have very little to do with how the realtime ingame mesh topology is needed. highpoly basemesh is usually…
I don't think I'd call that a failure. As for the artifacts in your top right screenshot, that seems to be exacerbated by the fresnel effect/reflection and the fact that the backside of the top is visible behind that for even bigger contrast. We are probably looking roughly along the projection direction, here, which is…