Hello - Part of it comes from experience and anatomy knowledge (and the simplification of it for a good stylised result), but another and non negligible part of the issues you are facing comes from the fact that Zbrush does not have an accurate viewport for perspective. (Now everytime this topic is raised there is always…
Hi everyone, I’m looking for a character artist to collaborate on the lead protagonist for my upcoming series, Vapor Logic. The Project: Vapor Logic is a series that will be premiering on YouTube. It’s set in a world that blends a heavy Vaporwave aesthetic (neon palettes, glitch vibes, surrealism) with Demonic/Supernatural…
Glad i caught this in time, i hate the put on a fake face/smile b.s. the worlds going to shit in a hand basket, these big companies buying everyone out and closing all the studios, it is almost every year now, we even have a thread for layoffs showing the trend in motion. If i where to go to apply or get grilled about who…
Hi there Fabi, Eric - personally I am getting this out of a bake with a manually defined cage, done on a freshly imported unmodified boxsoft with the "custom split normals" left as they were on import therefore overriding the default 30 degrees smoothing. That's blender 3.1.0. From what I understand/guess, Blender is not…
Hi, For statement of libel, the statements here are true and correct. Not one word was stated extra and all stated were true and correct. We tried to serve a lawsuit to this guy - We put it at his company address. But that guy put his company address as a cemetry. Nobody lives there, except three security guards who take…
Screenshots would help... But here's a few thoughts: - if the boundaries of the facets and the faces of your mesh match, why use a normal map? The problem would then be extremely simple on the shader side (and making it 'uv independent'). -if they don't and you use a normal map, why not storing every facet information in…
hahah i loved how awkward and fake it was, and the looks on jesse's face as he tried to force conversation hahaha. also that smug as fuck look on walts face at the end was groovy.
+ Created a map for glass and metal reflections. Since the building is facing total black void, the glass was not reflecting anything previously. The metal was a bit too dark as well. This map in front of the building doesn't need to be visible in the render, only in the reflections (leaving it on for demonstration…
> To fake/bake a world reflection, blue sky on the parts that point at it. Brown/black for the pieces that face the ground. Works great when you bake a gradient over the top of your model. > To fake/bake sub surface scattering, to a minor degree since the materials color could effect its spec depending on what type of…