Hi This issue has been a reoccuring problem that I've not been able to figure out and was wondering if someone could help me? For a clothing asset I've made, I've followed this workflow on getting clean topology and UVs from Marvelous Designer to Maya/ZBrush…
Tried this method and the hair looks much better. The only thing that looks weird, hair seems to lose details when zoomed out even with Far Opacity, and it became lot lighter in color, almost like solid color in full figure MRQ Renders.
I've noticed it a lot in recent games like Oblivion Remastered, God of War Ragnarok, etc. The modular meshes have thickness for some reason, even if they are tileable or unique. But some games like AC: Mirage have all their meshes thin. What's exactly the point of thickness here? Example from Ragnarok
And finally the work is done. Here are some of the final renders: More renders and a thorough breakdown can be found in my ArtStation post here: https://www.artstation.com/artwork/L49ZxA
Hi! This is my first post, so apologies if it is not formatted ideally. TLDR; I need help finding a method to rig a character's shawl/cape that follows their arms beyond basic skinning. Any suggestions, tips or explanations on a driven joint-based shawl set up would be very appreciated! I cannot use nCloth or nHair…
Hello! I've been informed about the use of the index of refraction for opaque materials such as brick, and I'm curious about how they apply it in Unreal for opaque materials. Should I configure it with the same settings as glass, like using Translucent and fast forward shading? I haven't come across many tutorials on this…
Hello! We are an animation studio based in Vietnam, but we don't limit ourselves to local clients. We are looking to expand our reach on a global scale. Our goal is to connect with potential developers, outsourcing managers, and producers in game studios around the world. We have been applying for positions in various game…