Try soft brush at low opacity at lighter value then you can erase parts with hard round brush then it's up to layer opacity to do the rest. You can possibly dig in deeper with the cracks and darker values then punch up the areas of interest with higher contrast and value. Here is what I did for the eyes if you want to…
the thing with 3D paint is that it needs layers - that can be collapsed down onto the geo. it also needs a decent array of paint tools that feel natural (!!!!!111one!eins!!), ability to interactively resize and adjust every aspect of the brush, layer blending modes and unproblematic projection paint, imho. another nice…
The color of your model changes because the model lacks polypaint data, or you have polypaint disabled. The default color that most matcaps work with is white, so have that color selected if your polypaint data is off/nonexistent. Symmetry is per SubTool. Switching to a different SubTool will require symmetry to be toggled…
Hey everyone, 2.1 update is available, it includes CS6 version https://www.youtube.com/watch?v=OWgQhwElvbU and some new fetures https://www.youtube.com/watch?v=RvzMc6EjV-E Full list of changes: - CS6 version - New warp mode — Autowarp: use Warp with 2 visible Persp layers and no paths - Fix path now works with multiple…
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
That damn cobble path will be the end of me haha. I'm not a big fan of the idea of placing a ton of cobble stone models by hand (tried that with the bricks and gave up XD) on the landscape, but maybe I can see what I can do with adding some normal maps to it and possibly cutting up the cobbles into smaller fragments/closer…
deep fake an actor over a video isn't the same as a real time video game character the dorks who make these sorts of videos (can you imagine putting such time into that) have probably spent more time thinking about the character than the designers did i bet they cast an actress and then did the best they could to match her…
First things first: The progress you made is clearly visible! Congratulations for that! Regarding how to continue.. I would actually retopo here at this point in your case to make it one single mesh (head, torso, limbs) and use that as your base for the sculpt. My approach at this is that I try to keep the typical edge…
Sorry Perna, not a very good writer :( With radiance's latest post I think I have a concise breakdown now. @radiancef0rge That's what I'm saying. In the original implementation the metalness workflow is a 2 or more BRDF layered material setup. It lerps between a metal BRDF and a dielectric BRDF artists define, after both…
For the RGB to LAB conversion,look up LAB + Program you use. I use each channel data and copy that into Layers. Copy the contents of the LAB channels into Layers and lay them ontop of each other. Disclaimer; this is more of an averaging of the Shadow and Light information within the A and B channels. With additional HSL…