a UPS is there for those times when the power drops out for a few seconds and it's also there so you can save your work and shut down for an extended power failure, you'll spend around $60-$80 for a decent one. This won't solve your problem but a UPS is a good investment in the future if your computer is more than a game…
The jawline isn't very well defined, and fixing that up could help solve the problems there, also, the front of the ear should connect with the side of the head better. it might just be the angle but that face is looking wide too. That said, I dont know that much about head modelling so I'll let someone with experience try…
Make sure you have pixel padding enabled in the texture project settings. If that doesn't solve it, it could be a blur layer that is causing the seam issue. Blur works in 2D space at the moment and can create artifacts at UV seams. The sharpness setting if set to a negative value in some layer types will produce a blur…
You mentioned the baked maps will show incorrectly with the new uvs - the uv transfer will solve that by transfering all your baked maps to the new uv lay out. I was just mentioning if you wanted to ever rebake or adjust textures, then you'd always have to transfer textures as an extra step - since substance painter is…
I had already sent out a message to the discord, the devs do not always solve the issue which is why it is a good idea to get the discussion out to multiple sources. I recently had this exact problem with Daz3d and their technical team over a gen 8 model actually being broken to which a workaround was found from another…
@Kanni3d -> "Bump to 100 instead of 30 on your material," Actually... the bump value was in 100. Those screenshots of the material menu were taken on a new scene to show you the steps I do to assign a normal map to a model. -> "Put your dilation width to 8-16px." Sure, I'll try that. UPDATE: The dilation width didn't solve…
I think you actually just solved my problem, I am not using it with world coordinates, and since they are being applied to a bit a slope he thinks I am looking from and angle in which I am not, that is probably why I am having to add some many steps in order to make it smooth. Thanks man!
Kinda hard to say without an actual test run. But that's just me, I like to test thing just to see what happens. Sometimes the results are suprising. I mean, as crazy as an idea as it is, it does temporarily solve the issue of allowing the community to view your items in game while we wait for something more official to…
Thanks for the advertise, however SplitRing in IC.Shape 2 works way better and is more undo friendly. Moreover by pressing SHIFT during the preview, you can retain the shape of the edge loop nearer to the first pick. It is marked by the dot at the end of the highlighted preview edge. It solves the issue pointed out by…
Just wanted to chime in and say don't be afraid to take a break. When I do, most of the time I feel guilty for not working but taking a day or more off can do wonders. You can come back to whatever you were working on with a fresh mind and often times if you were having a problem solve it much faster.