This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
Gonna go back to finishing off the body now as I have found that the uv problem I was having before with zmapper create crappy normal maps when using UV groups is a bug with Zbrush 3. It works fine in Zbrush2, So I will swap between both of them to get it done.
So be warned, if you use UV space like this
to make use of UV groups in Zbrush, you may get normal maps that look like this
Which is not ideal.
If anyone knows of an update/work around to resolve this without having to go between ZB2 and ZB3 let please say.
Managed to borrow a shoe from a lady friend to help with this so here's an update. Gonna keep the mesh simple and put the rest of the detail in with normal maps as I won't be going in close.
Just a small comment really, I dont think the shoes are benefiting from a normal map. You may as well have just cut in one or two extra loops to get a sole line and then be done with it.
Sorry dude I just cant see the benefit here, I just feel you may have wasted a little bit of time for something that doesnt notice a great deal...and wont be seen
Indeed, and I understand that concept entirely but, Im just not seeing the advantage on this piece dude, It looks fine without the NM and the difference is not really if at all noticeable with it applied.
Hey, sorry no update for a while but been busy with other stuff.
Just wanted to say that I believe a solution for the multi uv zmapper problem is to use a group split on the model before you go into Zmapper. I haven't tried it myself yet but thought I would mention it anyway. Although if you do just exprt the maps and not the tool as I found it affected the scale.
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