Gotta new job in animation, pipeline requires that all maps r created in 32 bit. What the actual fuck, i mean, for displacements out of zbrush i get it, but even albedo, spec, gloss? Wtf would i want more dynamic range in textures painted or made from jpeg. Can anyone explain that?
>Do you think printers will be able to handle higher detail items like miniatures for wargaming in the future?
No reason why they shouldn't - even the I3 can handle a layer high of 50 microns and with acetone smoothing you should be able to get some good results, and if that's what things are like now, then you can only dream of what they can come up with soon.
Hi /3/ I am really trying to figure out a good workflow for very high poly zbrush models and rendering out small animations through maya/3ds max whichever works better. I've noticed so far after following tutorials I mostly just get errors trying to texture in zbrush and export the uv maps / texture maps. so from what i remember, you need to just export the zbrush model zremeshed low poly to maya along with the high poly texture and other info from zbrush. where do you do the uv mapping and at what point?
Also if you are using zremesher for human body / face, at... Comment too long. Click here to view the full text.
>>504983 1. You user ZRemesher after you know you're done making any major/medium form changes (like, after you're done getting your ear folds in, do this on a separate subtool though).
2. You can export textured maps fine from ZBrush... just make sure you increase the UV Map Border size in your UV Map settings before you do "Texture from Polypaint". And use UVMaster to unfold the ZRemeshed model before doing your reprojections.
>>504935 i tried learning hand painting for a little while, i learned a way to simulate hand painted textures by setting up the lighting and setting up the base color i needed and rendering out the texture maps from 3ds max, than desaturating wood/metaal textures nd overlaying it to make it look hand painted
>>504855 Normal maps don't capture depth information, they capture curvature info. If you've cut lines into the surface that are completely perpendicular, they won't show up in your normal map.. They have to be angled outward like the two sides of that main section you have at the top.
...Should alpha channel ever be non 1? Say I hand paint a texture of a blade of grass that fades out from white to black. I have to make an alpha channel, but does it fade out as well or is it always white?
If its always white, why is it this why? Why can't the alpha fade?
But it can, you idiot Did you even try to apply the alpha channel or even SLIGHTLY experiment, or did you decide that it's better to post a question on a really slow board and wait 3 hours for the first reply White = 1 Black = 0 50% Grey = 0.5 And everything in between
Is it possible to do simulations of electricity and magnetism in Blender, whether with addons or not? I've seen that I can give particles charges, and simulate magnetic fields, but can I simulate induced magnetic fields and induced voltage? Was going through some of my dad's old sketches and thought that his railgun-like thing looked interesting to try and simulate.
Hello /3/ So I decided I want to make a 3D model of an armor, I have been drawing my whole life, and meanwhile, learn to model. First I tried Blender, as I heard it mentioned often (for making Skyrim stuff for example), but I quickly got overfrustrated by its un-intuitive and annoying UI. Then I tried Maya, and the same happened - terrible and unhelpful UI. What would you suggest me to do, stick to one of those, and contunie learning it, until I get used to it, or should I try something else? What I want is, for the 3D models to be exportable for anywhere (games, game engines), and for the software to have lots of options for designing.
>>504799 No 3D software is so intuitive that you can just open it and "get it". Stick with Maya and go look at BEGINNER videos on Youtube. Firstly how to interact with the interface and the main used modeling tools.
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