when under seemingly spacific lighting conditions (ie. light from the sun is present on screen) my screen is literally split from bottom left to top right corner. the top left half of the screen shows lighting/godrays/all the good stuff. the bottom right corner shows everything as if it's lit without the sun being there.…
Hey Guys! I just launched something I've been building solo and figured i would post this here! It's a home for game devs to find teammates and share devlogs. Part team-finder, part community is the general idea. 🛠️ - Post your project and list the roles you need (artist, programmer, composer, whatever), people apply by…
Hi, everyone! I had created a polygon primitive plane, then mirrored it in the X -axis. Then I made it paintable. Then I selected a brush and painted on it. But I can not paint on the original side of the mirrored plane,the brush painted on the roginal plane was be returned back to the other half of the plane…
Here is an image of what's going on when I try to bake in substance painter. Here are some images of the issue area but it seems to be on most of my edges of the whole model.
I am trying to export this fbx file into marmoset toolbag 3 but it doesnt have animation attach on object. https://drive.google.com/file/d/1Qq8XXRGxFH6fUp6qbQT6uqqtgMN6KZFZ/view?usp=sharing
I am skinning the character's mouth(bone base facial rig), and when I am trying to paint weight, the vertex moves... So can anyone help with this plz? The vertex are not suppose t move while i am adding the weight.... :'(
I was looking at the a few character head modeling tutorials and find some of them start with eye/mouth (where animation happens), instead of the whole head then add details. For example the ones from James Taylor. Given it's quite counter-intuitive, is there a good reason for that? Does it necessarily result in…
thanks for the reply but dilation did not change anything here here is a photo of the normal map export and a screenshot from the textured normal in SP just side note/prob unrelated: I guess those rays on the sides ("ish on the sides") in the normal do not matter since that is unused space, I just have no idea why they…