Hello all! I'm working on a UE4 environment that plays with the passage of time (fast forwarding mostly), and here's a shader i wrote. What do you guys think of the result?
Thanks @iam717! Previous gen makes me sound really old :# Some more progress. I keep going over the shoulder that's why that part is missing at the moment. Gonna break up those muscles later on but for now I think it's a good starting point
Ive finaly made the basemesh for the grave mesh I want to work on but when I exproted it as an OBJ into z brush, to my horror, I found out that the cross part was majority wise made of triangles. I tryed to avoid this when working in max but obviously It dident work. It even looks lke its made of squares in the base meshs…
One thing that I've found quite confuddling about the workflow at the moment is what the best way of managing groups of layers - while you can move around individual material layers, duplicate them etc. folders seem to be a bit of a black hole. You can't duplicate a folder and, if you place a layer into a folder, I can't…
As the title says, noticed this bug in 2.0.8 and already then reported it. Tried it today with the latest version of the Quixel suite and the bug still persists. To qu
I'm at work right now and I'm wondering if the question in the title is accurate. It would make color id maps more useful, but I'm not sure if it's actually a thing
Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc. I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking -…
I found a couple more resources. These are in Japanese, but you can get the gist by translating with Google etc. # 1 From: https://howto.clip-studio.com/library/page/view/illuststudio_making_c_028_005 Artist uses a layer in multiply mode for shadowing. The same shadow colour is used for the whole scene. The base colours…