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Messages - henrik_1

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Budget targets always had to be met, after all we had to survive^^

Not begrudging your profitable acquisition at all.  Personally for me...there's just a sense of betrayal.

Since you built your reputation on Indie pricing, indie friendly terms and then to hand over the code and future over to a non-indie friendly corporation.

It's just sad for me as a user.

Haha Wes is definitely staying in the team, as is everybody else.

Maybe the theme for your first Adobe contest can be....what Allegorithmic devs would look like once Assimilation is complete  :P


Not a single developer wants to leave right now. ;)

There must be a stay-for-little-bit-more-til-our-team-takes-over bonu$$$ involved.  ;)

Before everyone departs to pursue their Elon Musk entrepreneurial dreams ('cuz now they have the monies  ;D).....



Sincere Congratulations!

I was wondering what is the problem and could anyone help me?

Thank you.

Zbrush obj is bad.

Export both hi and low from zbrush as fbx.  But make sure they're lined up first.

Good luck!

Any suggestion?

It's just an RGB mask.  You can even Photoshop it.  Use uv layout as a layer mask or guide.  All uv islands that make up an element or object you fill with a saturated color -doesn't matter the hue but make sure there's enough contrast per mask.  You're basically just prepping your color pick palette to serve as mask selection sets for applying materials in Painter.  If you cut your uvs in a logical manner, say rectangular panelling, you can even paint stroke details using rulers for example and use the image export as an ID map. So in Painter you don't have to do any drawing if you already have pre-made masks for some of the  details.  Sure, you can just import as many custom ID maps as you need.

Alternative use of the ID map is if you polypaint your un-uved hi res in Zbrush or vertex painted in another app and you want to apply that to your low res.....that's when you need to bake it out.

Added hair cards and ears.  Not a final look but a close preview of the hairstyle I'm after.  About an additional 400 polys from the cards.  I just subdivided the head subtool to make it look more presentable for this update.

I think you need to re-check your understanding of uvs.  Why it looks split on the uv window when you paint stroke is because those two uv islands are:

a) separate
b) unconnected (if you want paintstroke continuous between those surfaces, "move and sew" uv islands in your 3d app)
c) depending on your 3d app and bake workflow, every uv split border = hard edge

Good luck.

attach the texture to an object and then?

Texel density?

Yeah, temporarily add the texture to your subtools to make sure the surfaces that you want to look "crisp" and detailed would look like that once you have the real materials applied to it.  And the stuff or parts that are hidden or doesn't need hi res texturing doesn't take up a lot of uv space.  Which I'm assuming is the cause of your original problem.  Why textures look tight on the head but looks low res for the body.

I could mansplain further  ;D but "uv checker" and "texel density" have lots of youtube and google entries that you should easily find and explain that process further.

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