@Olingova Thanks for the kind words but good advice/feedback/suggestions can come from anywhere. Sometimes I receive helpfull feedback from people that have nothing to do with art, maybe because they digest the work in a different way. Sometimes, just having an extra pair of eyes is enough to make a difference since they…
Hello Everybody, My name is Fabio, I'm from Italy and I'm writing to you today because I need your help. In the past I had the opportunity to use normal maps only inside ZBrush, with the Zmapper plug-in/component without having any kind of problem. Today, I had to begin to work with them again and I'm in a lot of trouble.…
Take 2! This is a more in-depth version of the tutorial. I'm now using an action i made to generate a blue channel from a normal map. It pumps up the details and makes them VERY punchy so they stick out and actualy look much more convincing. The tutorial files. - Sorry had to save a 512 to save on space. So i've been…
Thanks for the feedback last week Odow. I spent a few days trying to improve the carpet, I'm still not sure about it but I think a detail normal will help. Unfortunately there was no way I could find to add one to the substance and have it show in Toolbag, maybe UE4 will make it possible. I also ran into an issue with my…
Moving around a room with this thing on your head, regardless of the amount of sensors and fancy things in it will never work. Only way to pull that off is one of this stupid looking VR tredmill things like the Virtuix Omni. First, you would need an empty room of fairly decent size for it to make any difference at all if…
I took a peek at the page source, and it seems like the turntable is done with a simple javascript rather than flash or quicktime. I'm thinking it shouldn't be too hard to work that into a portfolio website. $(document).ready(function(){ var images_array = new Array(); var current_pic = 0; var is_drag_binded = false;…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
The part that's the problem right now is Among Python code functions I want to gather all UVs at the origin through moveX and moveY. The rules are Open the UV window, cut off the edges After putting all sides in the array Select one face -> Enable absolute coordinates ->Enter 0,0 in coordinates X and Y I want this to…