I think I have come close to finishing the details on the seahorse (yay! ) and now all I have left to do is the environment assets. I have already begun Uving Coral parts for texturing. Once I have finished UVing this little project, I plan on using exclusively Substance Painter 2 to generate my textures! I am really looking forward to getting to play with some textures and shaders!
I Recently finished my scales generator. This is a fairly flexible generator that allows you to do quite a lot of things. The generator is availalbe on substance share here : Scale Generator . Check out the parameter list below.
Today, I wanted to share my process for creating a seamless, scale-able material that can either be projected onto Zbrush models or applied as materials to UV'd models inside of programs like Maya and 3Ds Max. I used this when creating my unique stylized scale surfaces. You can find breakdowns for them here : Stylized Scale Materials This is a tutorial that will be split into four parts. Below is an outline on what we will cover. This post will be addressing part 1. Part 1: Approaching Scales and Creating a Pattern. Part 2: Refining your pattern in Zbrush. Part 3: Creating a compelling and believable scale Material inside of Maya I will be using the following programs to create my Scale material : Adobe Photoshop (optional) , Adobe Illustrator (optional), Zbrush , Vray and Maya. Part 1: Approaching and Creating A Pattern Creating a seamless texture can be done in many ways. This tutorial goes over just one way to cr
This "little" tutorial will go through the process of creating fins and fin shapes using curves and surfaces in Maya. I found this method to be the most "accurate"while building out the spiny shapes of fins in my current project, and thought I'd share my process. The tutorial below is broken down into three parts and will cover the basics of working with Curves in Maya. A. Building the Main Shape B. Creating the Spines C. Lofting Fin Shapes I will be diving into detail about certain tools in Maya. In this tutorial, I will go over using Live surfaces, converting edges to curves, lofting surfaces, converting nurbs to polygons, extrusions and moving constraints like snap to curve and snap to vertex. A. Building The Main Shape. Create a base curve . The base curve should match the center line of your mesh. This will define where the fin shape will start. If you have a mesh that is already topologized with a clean center line, extracting a curve f