I was painting a low-poly mushroom when I realized that painting on the upper cap affected both the lower cap and the stalk as well. Why? I know the UVs aren't perfect, but they're not overlapping, so I'm just trying to figure out if I'm doing something wrong here or if there's something I just don't understand (I am…
you're welcome to share URLs for optimizing, i still need get mine to the point where a gallop through the verdant countryside doesn't end up with less-than-galloping framerates. and yes, i admit there are a number of the faces that are bad, in fact very bad. most of the "very old" faces, and any of those elven races that…
Hi i'm looking for a website that I've seen in a tutorial once. It's a website were you could zoom super close on super high resolution photos and you could see all the pore details. Is there a character artist out there that may know that website? It was a free website, not 3d.sk Thank you
pretty straightforward. I think the result is pretty nice except for some artifacts that i need to solve later. Will i have problem rigging this later? especially for the skinning part cuz the vertices are INSIDE the armor.
So I'm currently working on a tank and have mirrored certain parts for the purpose of symmetry. I'm almost done with the UV's and wanted to test them in Substance Painter upon which I found the normals where inverted on the mirrored parts. I went back to Maya and Reversed them and re-imported and now the normals are okay…
Hey, I have been posting a couple of projects on the work I did for Fading echo. I have just finished working on a new one where I discuss why we took the decision to completely remove Nanite from our project and how to optimise a game using old techniques rather than blindly trusting new features. You will see that it is…
Pretty much the title :D I tend to use the "Grid->Front-Back" Method, but now i am not sure but i guess i have to sculpt in dyn. perspective but when i do this, its kinda hard to get the exact view angle again after i rotated it... What is your prefered way to use references in zbrush?
So, I'm making a helmet of a comic book character for a client, and there's a specific situation where I'm not entirely familiar doing. He would like it completely wearable from the get go (after printing). What do I need to do in ZBrush to make sure this helmet will fit his head straight from the print My first instinct…