@Tom_Axler The time frame is there to provide that structure that can be useful when simply trying to overcome the choice paralysis of where to start that's so easy to get into. In the end though, reaching the finish line is the most important part and I'm grateful that both you and @LeonDreiling kept at it. Just finishing…
Hi, following a request that came up for Mari (http://mari.ideascale.com/a/dtd/More-parameters-for-Height-as-Normal/381381-15287) I want to rewrite Mari's Normal Map Layer ("Height as normal"). Unfortunately I rarely use normal maps in my job so I don't really know what to look out for. It would help if some game artists…
Hey everyone. So I've been doing a lot of stuff lately in the education space IRL, and I see this all the time online as well - people want to know what software they should use to make a 3D printable model, or prototype, or game model - whatever. Usually the answer they get is "use X or Y package", because the actual…
Hi @d1ver Thank you for your feedback. It is very constructive and I really appreciate that you've gone through the extra mile measuring my lighting values and matching it up with really useful examples. I'll definitely take your advise and try to adjust my scene and will keep that in mind for future project as well. In…
We're only seeing a cropped view of the full texture, and there is padding. That's the orange outline. It could perhaps use more, though. I don't know what you're getting at with curves, and Max can display normal maps just fine if you load the texture with the right gamma, though it will not be the correct tangent basis…
Just some random thoughts, maybe you should try it out see if that changes anything. . Include frame 65 in your fbx export. When I tried to remove the last frame of my run animation to have something that loops perfectly, that's when I noticed some hicup in my cycle. Not sure if I was hallucinating, but who knows, maybe…
For the lips (you're missing some forms, under the lip especially): Your nose here is also strange look out of all the major hills and valleys on whatever refs you're using, this looks a bit blobby. Source: https://www.anatomy4sculptors.com/anatomy.php You're also missing proper eyelids and the folds and overhangs in that…
Hey man! This is cool! I think I might be able to help with a couple notes on things I spotted. First off - Personally I enjoy the extreme walk in GIF A more than the more subdued versions in B and C. I think the exaggerated movements suit the character and LoL better and I think you'll have a better end result if you work…
Hello there ! Here is finally how i've done it with vray. It's fairly simple, but since i'm shit at understanding technical papers, i struggled long time. So i've simply overidden the mesh normals with applying 3 different materials with a special color in the bump channel as normal map for each. This is the technic i was…
Hey man, love the viewer so far and I think its great that you are making this as there isn't currently a one stop viewer that I know of (they all have there own quirks and problems). So, I recently downloaded your polyviewer and tested it out. First thing I noticed I couldn't run it on my main OS which is Vista 64 bit, so…