Hello A while back, I created this Encanto fan art—Mirabel’s room in Blender—and I was really proud of it at the time. But after revisiting it a few months later, I’m not as satisfied with it anymore. I’d love some fresh eyes and constructive feedback to understand what I could improve. Could you share your thoughts and…
Thanks, i hardly use the layers but now you stating that sounds like a layering issue, i ran into the "hard lock out" of only max 7 subdivisions on a subtool last night. I was going to say i got nearly 100 subtools and it isn't giving me this issue, luckily i found this thread in-case it isn't a layer issue and i can sort…
Unfortunately I didn't save my first progress images, but I have some wip from the later stages. From the get go I should have considered the limitations of the dota hero shader, it is actually pretty powerful but trying to do layered materials was not the best idea. As you can see below, I started out with a more…
Messing with layered procedural shaders in Blender. could do the same thing in subtance, but at least here I can do it procedurally before I have to bake them down. far from great , but I have just started really I guess that subtance works with meshes without fully finished uv's , using tri planar projection or similar
From a test i did with Nickz_humanMaleAverage in the tools .ztl section i believe (just for reference to the gif) i made some changes to the .ztl file and added a new layer which added details to it and it seems it is possible to do what i said. The answer is Yes you can put it back into a t-pose after the edits are made.…
First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…
Thanks Earthquake that works great! This solution will work totally fine for now, but hopefully in the future creating custom layer masks will get some more love. I'm pretty sure it's going to be a large part of our pipeline with dDo and the easier it is the better. That way we can create the entire texture within dDo. I'd…
I only worked for racing titles and couple last decades for just a single one actually . And no, consistent texel density is not the requirement . A car cockpit has smaller texel size than outside, then track surface , then outside terrain and track side objects. I recall we once had a calculator of how smaller texel size…
what noren said, i'd just morph this flat, using the animation options in your application, make 1 "hex" object probably use the array option in the application and "bake that down to a normals" map, overlay it on your completed normals map as a new layer overlaying the old with the new hex & rebaking what you need to…
Yep! It's not perfect but it gives that old top down space fix you can't find these days. Reminds me a lot of Master of Orion 2 but in real time with all the ship load out upgrades and considerations. Worth 15 bucks for sure if you have fond memories of these space games. There are a few things that prevent this game from…