I've also sent them a few emails about this, asking for clarification. It's been over a week and all I got was this same automated reply, which seems very detached from reality. Their ignorance is frustrating. They seem to be focused on creator revenue so much that they completely overlooked or forgot about the fact that…
the main issue is that it assumes any 16bit image has data encoded in linear space so if it's a color image it'll apply an sRGB transform in the sampler It's less crap in 5 than it was on 4.x
I'm having trouble understanding your issue but from what I can understand, either of these should solve your issue: 1. Make sure the tangent normal map is applied as such and with the correct Y (green channel) orientation when you're baking. 2. Instead of transferring tangent normals, bake object space normals, then…
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…
Day 117 of my 360 days of art:
🍒 Day 4 out of 30 days of sculpting. I familiarized myself with the ZBrush interface and also purchased a Udemy course on sculpting.🍒 I explored various selection tools, transformation tools, Fill, Strokes, and Swatches in Illustrator.
First of, if you want to see this post minus all the text, node screenshots and with marmoset viewer for the 3d model you can click here to visit my post on ArtStation. [Introduction] Hello my name is Luc Zeegers, I am a hobbyist 3d designer & texture artist (I mean i just started but due to a lack of a better terms i'll…
I bet it’s a fault inherent in YouTube’s projection transform, so there’s not much you can do about it. I wonder if they’re wrapping your renders onto a sphere geometry, but it’s fairly low resolution.
jRocket, I also always preferred to just use fbx/obj to import/export, but I've found one case where only GoZ provides the appropriate solution: when trying to transfer creased models from Maya to Zbrush, the only way I found that the transferred model in ZBrush respected the creases was if I used GoZ. I'd seen posts…
Oh yeah i get the theory, i've rebaked normals for LOD's and created new dif/spec maps by manually transferring layers from my psd's but i've never tried the transfer maps route. I was just wondering if the baked normal from the highpoly and the transfer maps bakes from the LOD0 would have any slight mismatching? In my…