Good evening. I am trying to blend a Normal Map Trim texture that is on a different UV channel (Channel 2) using DeriveTangentBasis. My main tiling normal map is on Channel 0 and Light maps are using channel 1. I was following the info here using the new Derive Tangent Basis Node for my Trim normal map on Channel 2.…
Hi! I am currently having difficulties transferring detail from a subtool to another, I will sum it up as best as I can. I have sculpted all my detail on one subtool, and want to transfer those details to another. Zproject or project are not an option as I am relying on maps to transfer. both subtool have the same uvs but…
I had to reinstall Photoshop, Quixel Suite and all. I recall seeing this before, but I didn't report any because I had similar issues with other apps from time to time so I thought it was something with my computer. However, two of two times, the register form is too bright to actually see what's where. This is the nDo…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Are my UVS ok or are they too tight? I'm modeling a room that has one of this hospital beds in it and I'm trying to get the normals as good as they can be and I know that it depends on two things. The UVS and the Smoothing groups. Anyways , the bed has a lot of little pieces and I was wondering if maybe i packed it a…
https://wd1.myworkdaysite.com/recruiting/snapchat/snap/job/Los-Angeles-California/XMLNAME-3D-Artist_R0014608-1 I work there at the moment, so feel free to email me questions.
Hi everyone, here's a brief lighting update. :) Been spending quite a bit of time tweaking the lighting lately, mainly adjusting the sun angle and experimenting with different moods for the canyon environment. It’s interesting how much the entire scene changes just from relatively small adjustments. Some setups looked good…
Thanks for reading! I've worked with Epic Games on Unreal Tournament 2004, making vehicles and weapons for Onslaught, and with Red Storm making general assets for Ghost Recon 2. Go to www.david-sirmons.blogspot.com for examples of my work.
Hello, Besides all the technical details about baking well-covered above by @Fabi_G (as always !), I think you are going down a weird rabbit hole with this model. It certainly looks very clean and detailed, but it also looks a lot like something that has been crafted with a CAD-like mindset of trying to put each and every…
"I just make the textures entirely in Gimp (besides occasional temp edits just for visualization in Blender of course)." Ok well my compliments! I've been a member here since 2015, now if memory serves it's a first for myself replying to a thread where an artist is actually using an image editor to texture their work so…