I have skinned/rigged a character. Currently just 2 items in the stack, edit poly on bottom and skin on top. I need to find a way of separating the head abd making morphs out of them but without destroying my work so far. Been reading tutorials and realized you're supposed to set up morphs before skinning? Have I failed?
Agree! If you check out The Ascent, you'll see how they pushed this idea of procedural/modular content even further into a fully-fleshed out game. https://gdcvault.com/play/1027800/Building-the-World-of-The
Hello there. So I had it where I shared this anime character I made. I was able to get some great feedback but from the feedback it does make me wonder on these. Now i use these on substance painter but if these are things I do in blender please let me know. I was told how my character need what I believe i spelled it…
Does anyone know how to do this the below code works to change the color management string $wsName = `colorManagementPrefs -q -renderingSpaceName`; colorManagementPrefs -e -viewTransformName "Log"; But for some reason setting it to raw does nothing? string $wsName = `colorManagementPrefs -q -renderingSpaceName`;…
Hello. I'm following along to this tutorial and around the 5 min mark, it shows megascans imported Bridge to UE4 that are already shaded with a customizable Master shader. My shaders are empty. Do I need to set anything up?
Hello, based on another post I made about the topic it was suggested to post about some rocks I created for the latest game I worked on. The game follows a semi stylised art direction which took a lot of trial and error to reach the result we have today. Here is a quick breakdown of the process I put in place. 1. Sculpting…
Hello fellow Developers, my name is Jordan. I'm a guy bored with his day job looking to set up a team of highly competent and/or passionate individuals to collaborate with on ambitious but properly scoped prototypes that can be pitched to investors/turned into a serious thing. I'm a technical artist/animator, a 3d artist,…
Yes, the global illumination and reflection effects that were previously controlled with the voxel GI system have been replaced with ray-traced global illumination and reflections. The ray tracer produces significantly higher quality results. For the GI specifically, the Bounces setting controls GI bounces, and Diffuse…
normal maps do not store lighting information - they store surface normal information. many people mistake the coloring in a normal map for 'shading' but its not; converting it to greyscale is an arbitrary operation. you are going to have to try something else to get 'baked lighting' in textures. 1. by far the best and…
As far as I know, any OGL app will make Vista drop back to it's basic theme. Could try ensuring that Max's viewports are set to render in D3D, but I dunno if that'll work (as I'm guessing you've got that set already).