your mesh needs fixing. the errors are pretty explicit the mesh's normals are buggered, the mesh itself is buggered and you're missing some or all of the UV data required. Since this is maya these things are to be expected and you simply need to perform a short ritual. for the normals/geometry issues: delete history freeze…
This is a tech demo that Belltann and I have been working on here at Fatshark, along with Bitsquid. It is a tech demo for the new features in DX11, shown in the new Bitsquid engine. The primary focus of the demo is to show of hardware tesselation aswell as improved DoF. I was responsible for creating all environmental…
Oi pessoal, Estou desenvolvendo o Averse 3D , um novo aplicativo móvel de moda e tecnologia onde os usuários criam um avatar 3D realista de si mesmos e experimentam roupas 3D em tempo real. Imagine: seu gêmeo digital + um guarda-roupa digital premium . Este é o núcleo do MVP — avatar 3D + roupas 3D + sistema de…
Hi, so I was working on a 3D asset for a personal project but found this weird "error" in Zbrush. Little squares appear on the mesh and still remain if I export it to Maya or try to bake the High Poly in Substance Painter. I exported on both FBX and OBJ. Please forgive if it's something obvious but I have never worked with…
Hi @Grego I was also thinking about that foldable cover, how it could be build. I think spawning decals on hit would work. Additionally, it could be made up of multiple meshes that can be swapped out based on the 'health' of their respective segment. They should look like a continuos object if shading and UVs of the…
Hello, im kinda new to blender and this 3d art modeling stuff, lately ive been trying to create some highly detailed models and this is what i did. Btv, i hope im in not wrong forum section, since im using it first time. so its basicly a sheild. What im asking you guys is to tell me: 1. Is this any good? 2. How can i…
Ok, so my game plan is to, 1 - Check the low and high meshes and make sure they match up correctly 2 - Set sharp edges on the low manually without using any modifiers 3 - Delete all the Material IDs since they're not needed, and i was just using them to make sure the high and low intersect with each other correctly 4 -…
Hi guys, Having some trouble here understanding the process of preparing my meshes for baking in Substance Painter. My understanding of the process is a little foggy as it is, so I apologize in advance if my explanation doesn't make much sense. I have a high poly asset that is comprised of multiple subtools (each a single…
Hey guys! Really hit a brick wall when decimating my character so I can bring it into topogun to retopo it from zbrush! Decimation master has worked flawlessly up to this point, but it seems it isn't having fun with my character atm. My character sits at 30.7 million polygons and I have a set of pictures to illustrate the…
Up to this point, this workflow still confuse me to start working on my model. (For information, the software i use is 3Ds Max and Zbrush.) These are some problems that i have : * Should i UV unwrap my 3ds max base model before i export/import to zbrush for high detail sculpting? because, so far, I've been doing obj import…