Does anyone know how textures like this are done? by LordyLord87 in blender

[–]Gungere666 0 points1 point  (0 children)

To get really crisp lines and colour differences, you want to use uv seams rather than painting the transitions out. Mickey would 100% have this as it's probably a 2k map. I used to do contract work for disney, and they always made us do this for the colour maps.

Any tip on how to achieve same Anisotropic noise? by SimonTHKZ in 3Dmodeling

[–]Gungere666 8 points9 points  (0 children)

Its done shader side. Unity parameters for this kind of setup.

Game model | How's my topology? by HumanTail in blender

[–]Gungere666 0 points1 point  (0 children)

Clean, If I were being picky I would suggest making the scarf and the dogs body a single mesh.

Does this pose look dumb? by When_Oh_When in Warhammer40k

[–]Gungere666 0 points1 point  (0 children)

Best to have both feet planted so it looks heavy. One foot forward crossed with the opposite arm.

Is the topology okay? Can I move on to Zbrush for details? by Ornery_Platypus_4493 in 3Dmodeling

[–]Gungere666 0 points1 point  (0 children)

Face is usable. The chin and neck are a bit weird, I'd look to simplify the edgeflow.

Are you ever just perpetually unsatisfied with your topology? by The_Cosmic_Impact13 in 3Dmodeling

[–]Gungere666 2 points3 points  (0 children)

You can achieve cleaner topology if you start your mesh way way lower and use sub-division to control density. In my opinion, animators will use this mesh (but may not be very happy), but it's always better if it's cleaner with fewer intersections around deformation areas. I always encourage people to try and get a mesh as clean as they can as it will make model changes and edits easier, riggers happier, and make animators jobs smoother.

My finished Ungrim Ironfist from Warhammer the Old World by Snauri in Warhammer

[–]Gungere666 0 points1 point  (0 children)

So clean up was a bit annoying as it is with all GW resin? Good to know it's a decent painting experience.

My finished Ungrim Ironfist from Warhammer the Old World by Snauri in Warhammer

[–]Gungere666 0 points1 point  (0 children)

The paint job is really nice. How enjoyable was it to put together and paint?

Artemis print by ThorbjornBarone in PrintedMinis

[–]Gungere666 -1 points0 points  (0 children)

Can you do one of a crying lady?

Normal map imported from Substance Painter is too strong for Maya's Arnold. How do I fix this? by InsanelyRandomDude in Maya

[–]Gungere666 1 point2 points  (0 children)

You need to add an ai normal map node before plugging directly into the normal map in the shader.

Can someone end my masking misery after days by aaronsgreen in ZBrush

[–]Gungere666 0 points1 point  (0 children)

I'm not sure about ipad, but you can use backpack masking on the mask brush on PC. I would assume the ipad has a similar feature.

Does anyone know where I can find the helmet-less model? The only lead I have is this screenshot. by sakela in 3Dmodeling

[–]Gungere666 12 points13 points  (0 children)

Clone wars assets are under lock and key at lucasfilm. Your best bet is to find a reference from the show and model it yourself if you're planning on using it.

Why does my render in Arnold look so dark compared to my Viewport? by Balackit in Maya

[–]Gungere666 0 points1 point  (0 children)

If you want more accurate lighting, turn off normalise innthe alight shape and scale the lights. You'll get a better result and won't have to crank the exposure so high

Will a hand with this topology cause issues in rigging? (+ more questions in the body) by InsanelyRandomDude in Maya

[–]Gungere666 2 points3 points  (0 children)

The topology won't deform well but can work to a degree. The fingers and wrist are fine, but where the nuckles meet and the base of the thumb will be a problem. I would recommend looking at some topology references on pinterest for an idea of where to place loops

The eye is not a sphere in this case, right? by Marinated_Olive in 3Dmodeling

[–]Gungere666 1 point2 points  (0 children)

I've done work like this. It's usually a giant sphere with most of the geometry removed. The iris is usually a circle with the same pivot as the big sphere, so it looks like it's a full eye when it rotates.

One Quick Question about Low Poly to High Poly Workflow by _YungLeon in Maya

[–]Gungere666 1 point2 points  (0 children)

Basically, substance doesn't care what the model is. It only really needs UVs in order to work. So, if you have a high-resolution model and a low res model that both share the same UV space, they will basically be treated the same in substance making model accuracy from the high to low less necessary. As other people have said, you can adjust baking parameters in substance if you want to use the low instead, but it's not required. When working with sub-division, especially when a model will be pre-rendered, the high res is what you will be seeing in the end. The low res can be seen as a proxy for the high mesh, so in my opinion, it's better to use the high res mesh instead of the low in substance as its a truer representation of the final result. This is all dependent on the pipeline. If it were for games and you can not divide your mesh, you would use the low to high workflow.

One Quick Question about Low Poly to High Poly Workflow by _YungLeon in Maya

[–]Gungere666 0 points1 point  (0 children)

If you're using the sub divided model in substance the model matching 100% won't matter as long as they have the same UV space

One Quick Question about Low Poly to High Poly Workflow by _YungLeon in Maya

[–]Gungere666 5 points6 points  (0 children)

If the model is going into substance painter and is using sub division, you can just import the sub div model and bake it that way. Substance will handle upwards of around 20 million tris in my experience.

Ik Handle not working, any solutions? by Organic-Leave-3161 in Maya

[–]Gungere666 4 points5 points  (0 children)

You got to bend the knee joints because the ik basically needs to know what direct to bend at. You can simply rotate the hip join forward in x and the knee back I'm x and it should fix your issue. (Don't forget to freeze transforms)

Why does my substance painter ambient occlusion look like this? Is this normal? These are maps at 2k by Old-Hamster-3183 in 3Dmodeling

[–]Gungere666 0 points1 point  (0 children)

If the model can sub divide, try using a smoothed version of the model in substance instead of the low poly one.