IMHO you're still skipping on the most basic step of troubleshooting which is to provide a practical case of what you're having an issue with, for people to have a look. And as the person having the issue, there's no way for you to know that a certain solution (in this case, buying some other lens) is actually worth…
Low poly and High poly shaded wireframe UVs in Rizom I think not all the UV seams are marked as hard edges. After exporting the mesh to rizom for UVs then importing back into blender i can't see where I placed the hard edges.
I haven't updated all my work in one application yet, but this image in Maya represents most of it. The rigging, a pose, illumination a most textures from Painter and the skin from Painter and Mari. I am using Mari to compose all textures and to work on the skin, eyes and horns. I am also working the specular maps in Mari…
you're not the only one lol, and ive learned quite a bit from this thread thanks guys, and thank you marine for the maya specific directions im going to have to try it, and mark these examples are phenomenal thank you for putting them together for me :) thanks everyone! i like it that im actually learning :D lol
Thanks, I e-mailed the Meshmachine creator and send him the files. Waiting for a reply. OBJ gives many more problems than FBX. But FBX import results in the problems below. Adding an edit Normals modifier solves the problem:
Can anyone update me/us with some Substance Painter painting over udims beta review?? No one is talking about it. They are supposed to release SP 2020 at some point this year, but already some lucky people are experiencing the beta feature. Does anyone know is this is challenging MARI ? I had to learn Mari Non Commercial…
not taking away any merit for their work, at all... indeed we're talking what was said before was market-wise. and yeah, there is always this cultural shock between most asian games and gamers. many references in eastern games that made it to the western side are not even noticed by gamers, which is sometimes a shame (just…
Here's an environment I did for class a few terms ago. It's the Presso Maria San Satiro in Milan (complete with fake perspective wall o.<), with an alien spaceship crashed into it. It was a lot of fun doing this one. Sorry about so many pics, but I wanted to give a good sense of space. I've got to learn how to make a good…
Here are the updates, with explanations. I believe this is much better. Going for subtle details that aren't too much, not too dirty, but enough to look believable. I placed some intentional scrape marks where things would have happened in the past. it's a large, round vehicle so the big thing in the back would get hit,…
It started to seem to me that shaders codding is one of this "web things" too. For a while we had shaders done after my and other artists requests and ideas , blender nodes constructs, blending modes , what multiply/add to what and in what order and why. Which way to do proper height blend without blur involvement etc. And…