is it better than in 2023 version I am still too lazy to update? Mostly because I prefer Blender. When I tried last time it looked same as quad remesher in zbrush , Incapable to do proper topology on something like a sword catting edge and doing still sort of mid res topology on organic forms before getting too much off?
This hasnt been a problem until now, but some models ive created I cant paint on some materials and can only use a fill layer which then procedes to make it look like something that was made in 1992, what is going on here?
Yeah that's exactly it. The normal map is a direction, because each channel holds a component. Generally R is X, G is Y, and B is Z. If you happen to have a copy of UDK around, open up a texture. There are sliders for RGB Min and Max. You'll notice if you open a normal map the RGB mins are all set to -1. When you combine…
Like the title says. I'm blocking out bat wings for a low poly character, yet I'm having a lot of trouble with the membranes between the wing bones. I can just extrude out and plane and target weld it to the opposing bone, and when I try to bridge polys across i get overlapping edges and verts. How should I go about…
Hmm... I do not want to be negative but... Tell you the truth, I am not sure I can build such Dragon or mecha-tiger within a year. And, I desperately want to get a job in year 2018... However, If I level up, and I can build real-life cars and guns with her level (quality), do I have a chance ? Thanks. ps- I want to be…
"... have thier windows smashed in even if they have nothing inside. " I used to lived in a part of the city where the car breakins were so bad that I'd leave my car unlocked with nothing to steal in it. It was better to leave it that way to lessen the damage to your windows. It pissed me off so much I wanted to leave a…
Hello I have experience with 3ds max and Vray renderer... I need to simulate a spefic real world building/lighting issue-question-problem in some software (light simulation software) and get REALISTIC, TRUSTWORTHY, physically accurate results that i can use/count on in real life when (eventually) i will be moving with this…
I would agree with coots7, go for polygons on the exterior body work, and then use normal maps for the interior / details. You'll probably find you won't need masses of polygons in the bodywork to get a great looking car, whats it standing at poly wise for the bodywork at the moment? Could you post some wire frames so we…
Hello everyone, I'm creating a series of game models to make a portfolio and I'd like to show them to more experienced people as I'm working on them to make sure they're as good as I can make them. High Poly model for normals etc. High Poly model with isoline display This is the blockout for the environment where the car…