yea ive been trying to figure out how to do SSS shader stuff but even after reading the tutorials online and all I still cant get the damn thing to work right. I need a Hooked on phonics retarded child version of this (a poopinmymouth tutorial)
Ok I hope this wasn't posted here before NOTE: You need one of the latest blender builds.. the beta you can get from the official website is too old! This is how I do it: btw .. the "select with", "doubleclick speed" and "emulate numpad" settings are not part of the viewport controls and relay on your personal preferences
There's many ways to render things and everyone has their own preference. No one can tell you what's going to be the best way. Just try different HDRis and/ or different lighting setups until you find something you like. You can also look at how other people did it for inspiration. You can get a bunch of free HDRIs here:…
Or just use the "Flood" button in Paint Skin Weights, with mode set to Replace and the value set to 1. Then you can just select 1 vert, convert to shell (CTRL + right-click, choose To Shell to get the whole element - way faster than grow selection), and hit Flood with the required joint selected. Basically doing the same…
Great sculpting! I agree with Seth that the boots look off. They need more shape (especially noticeable from the front view). Get some good reference for them. How did you do all the hair plains on his head? Did you manually place each one?
Hello everybody, i am working on tilable pieces and i modeled some walls etc. I have height maps which is created in zbrush. I want to apply maps to pieces and repeat itself again and again. So i imported map to substance painter to see does it repeat correctly. But unfortunately it doesnt unless i set uv shell 0 to 1 on…
Unfortunately I do not have Substance Designer. Thank you for linking it though. I may have to get it if I can't find a workaround for this. Here are the diffuse maps. Legs Diffuse Body Launcher
Damn, I've been really busy. I got some time today to put some more tweaks on the High, integrating the mashed shapes by adding in some indents where they intersect and making the edge widths more consistent and get a good start on the low. I remade the bolt/charging-handle area so that it will now be an asymmetrical part…