Oh oops I had the video muted. OK they reproject multiple angles, and can adjust the blending some. Still, pretty ugly results with directional lighting baked in. I guess you could adjust the prompts to change the lighting. But yeah, seems pretty limited at this point.
Feature request for colored Specular PBR workflow as alternative to the metalness workflow: Metalness workflow is Binairy and dus not support subtle blending of metalic and non-metalic surfaces without creating artifacts and white fringes.
nice! keep at it. Your cobbles seem a bit melty/smooth, maybe the specularity map needs adjustment, I'm not sure. IMO rocks are really much more difficult to make than they seem; eons of geological history is required to make each rock. If you search for cobble there's a few good examples you can look at…
I don't know much about their engine "RAGE" but
it looks similar to UE5's meta human hair so I believe it's a similar
system, looking at it again it looks like it might be a groom hair made in Houdini, I guess we will have to wait and find out. I notcied a little SSS on the ear and some kind of heat map on the shirt for…
Here's the new lighting setup, I went for a three point and adjusted the background. Having a bit of difficulty getting the Rim Light to look good without it bleeding onto the cushion for the Pokeball. Let me know what you think.