Hi there. No there is no way to have multiple layers affected at the same time. The closest thing would be having instanced layers, but that would require them all to be the same object just with different locations or scales. Yes any objects on the same layer are basically "one" object. When using the voxel sculpting room…
Hi all After much fiddling with this error I have come up with a fix!!! Dunno if anyone else has sorted this out yet but if no one has then here it goes... It turns out its got nothing to do with handmade layers but the arranging of the existing layers in their groups. Pay very close attention to the layer order in a fresh…
Im not exactly sure what changed, but now its behaving a little differently, but is still either 100% opaque or transparent. So here you can see i have only two layers effecting opacity, at the very bottom. Pressing C and viewing the opacity channel confirms the result of these two layers. The bottom layer is the map i…
This is probably clear, looking at your WIP, but just in case: Meshes with such high polycounts are usually not authored like that. What you are seeing is likely the result of extracting the mesh from a game (since it's all triangles down the line) or the meshes being triangulated at a later point in the workflow to…
Hey JO420 Im no pro but ill share my own process of creating textures none the less. For organic objects. I try and find a hi res reference picture of the object I want (we shall say Human in this case) with the skin tones im looking for. 3d.sk is a good place to start if you can get registered there (though its not free)…
* stack / offset in UV1 will always create butterfly effect in texturing. As for seams, default materials that use material finish filters or if you use finishing filters in layers this is totally normal behaviour. *To avoid finishing filter seams you make logical UV seams so that seams are hidden.
MagicTints updated to version 1.1! WHAT'S NEW: - Now duplicated layers are renamed to "New" instead of original layers being renamed to "Old" - Better caching/handling of the color reference images - Better handling of visible layers in hidden Photoshop Groups - Fixed handling of Clipping Mask layers - Improved color…
Yep. Tho if you are sculpting a standard plane or primitive from zbrush or another modeling program, then it should have uv's already. Naima: you can drop down to sub-d lvl 1 and export out, then uv in whatever program you choose then re-import over your model in zbrush. Cryrid: I use this all the time! def a good Idea.…
Cool project! Love how the arms turned out, shame we can't see the animation of the movement, maybe later on artstation when it's done? =) Nice progress so far, keep it up!
My usual modeling method is to make the whole outfit out of a single piece of geometry instead of modeling out each aspect separately. This time around, I'm going to put Reallusion's Layers system to the test and make each layer and then have my girl wear them all on top of one another. It isn't quite as efficient, but it…