I've been looking into this a little bit as well. Most of the works I've been impressed by involve really large maps -- like multiple 4k maps for a single face, and there is also some advanced shader work going on as well. Like the subsurface scattering, and multiple channels for different dermis layers, etc. I definitely…
Another method just shown to me by Joe 'Flakked' Dionisio is fairly simple. Using a normal plane, set your brushes to WrapMode 1, then go into your transform panel and under 'Modifiers' change XYZ to Z. This will make it so your brushes are only affecting the z-depth of the mesh. The one issue we're running into however,…
which is the bone that adds the offset is it the pelvis/HIP/root ? or are the legs rotated/bent a bit more than they should ? exactly which element of the rig do you delete when the offset gets introduced ? are the translate xyz channels of the hip joint actually keyed on absolutely every frame after the bake simulation ?
d1ver: have you tried changing the viewport rotation axis to Y? You can find the button for that on the right side between the viewport and the tool palettes. It's set to XYZ by default, but Y makes it behave more like Maya/Max which is maybe what you're looking for.
What you have shown in the screen shot are "trajectories" these can't be edited and they are a visual representation of how the piece flows through the scene, you can't actually edit trajectories, you have to move the time slider to that point and then manipulate the bone object. Trajectories are good for figuring out…
I'm going to be very optimistic for a moment here. Let's consider the possibility that in 4 years from now, they will manage to put together a full rendering pipeline that includes the following: 1. Full support for static lighting that doesn't look like ass. ---a) This means different copies of the same asset can have…
My materials are all set to Object XYZ mapping and normally, it stays on the model correctly. It only gets completely corrupted in the scene, as I said.
The picture in your reference looks a bit lighter. This might be because of the lighting, though. There's also more colour variation in the leather. Look for the reds and yellows, especially on the side. Your UV layout also has a lot of unused space. Looks great, though, nice materials. I like your presentation but you…