ah well, if you didn't assign the material ^^ Your texture file lies on a "bitmap" node, which has several parameters to control tiling, filtering, uv channel...This is where you get if you click on the diffuse texture (planktextur) in your material editor. It encapsulates your texture file and has a default name at its…
I do it same way Haiddasalami mentions. Check out the Pivot section under the transform node(not the shape that is). It retains the original values in the rotation/scale pivots. There are other hacky ways to do it, but this one I find to be the easiest and cleanest. If for some reason you would have 0,0,0 rotate/scale…
I've been working on with my current character project for a couple of months and I haven't got any crashes. Been retopologizing 10-20 million polygon meshes in the viewport without problems. You don't even need to decimate in Zbrush for Blender. Extremely stable software from my experience. "Renderer leaves a lot to be…
There's a nice voronoi node on gumroad somewhere that some of our foliage artists have used to great effect. alternatively you could look at igor elovikov's nodes which shuld allow you to create the same sort of effect
Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…
I see problems similar to this with a lot of people starting out in Maya. It's often a result of extruding border edges and not paying attention to the direction that the face normals are pointed, resulting in meshes that are half correct, and half inside out. A common mistake for beginners is to extrude and move an edge,…
I think your specular colour map colours are too strong. Here's an example of a diff/spec/gloss I had kicking around that maybe of use: Notice how my specular map is a more detailed, higher contrasting version of the diffuse map. So that when light catches it, interesting detail is revealed. According to that screenshot of…
Not exactly sure I understand what you want to achieve. But from what I understand you want the resulting color to be "blown out", i.e. go brighter than the diffuse-texture color right? Sounds like default behavior to me. I mean, the equation is diffuse light * diffuse texture. So by having a light source which is above…
Will resume main scene next week-- I'm getting closer, and I got permission to go into my old school for a little bit to make a template scene that isn't so wonky. Going to try and get a semi-final scene-setup going while I'm there. Until then, I'm doing some missing props/overdue clean up work. But today I did none of…
Hi Rob, really loving mightybake so far. I have some requests/suggestions how to make this a bit more pipeline friendly: 1) Ability to select which UDIMs to Bake If I know what UDIM(s) have changed after a Model Change I really just need to rebake those. Especially in a production pipeline with lots of iterations this…