Hello, I recently learned about face weighted normals and just wanted to get some clarification on how they are applied in Maya. My current understanding is that Maya versions after 2012 apply face weighted normals by default on everything. So all I would need to do is add bevels and soften the edges. Is this correct or is…
Hi, can someone help me on how to get such toon visuals for a low poly unity game: Aquavias game: https://play.google.com/store/apps/details?id=ua.krou.aqueducts Target style 2: Can I get something like that with the MK toon shader ? https://assetstore.unity.com/packages/vfx/shaders/mk-toon-stylized-shader-178415 Thanks…
Hi guys, may I have some help with the ice part of my wolf shield? I'm currently at high-poly stage and doing the major details. I'm going to fix the clashing of polygons later between shield and ice, but for now, the major shapes of the left half of the ice looks messy to me and too detailed (like when I zoom out), like…
Cheers mate good luck for the future and a personal thank you contributing on that subd thread over the years, not only enabling myself but also alongside many others, getting some sort of handle on this hard surface caper B)
Hello, I'm working on a Radial Sliders for Painter that give the artist the freedom to change the parameters for the Alpha of your brush just by pressing a shortcut and moving the mouse. The tool currently allows for changing the colours as well and the opacity and spacing. I think this will give a bit of a freedom to the…
Marmoset doesn't do UDIMs (yet?); to get around the limitation, you'd have to make sure every separate bake material/lowpoly has all its UVs within the 0-1 space, then the texture sets should bake properly-- but those UVs will have to be adjusted back for use in a UDIM native program, I imagine.
The spirals are an issue, it's just a hard problem to solve automatically. Giving the algorithm facegroups/materials to cut the mesh up into multiple parts and to mark hard edges helps, but it's still hard to get a usable mesh out without manual fixing.I use Exoside's Quadremesher (the same algorithm as Zbrush's) and it's…
https://projects.blender.org/blender/blender/pulls/107827 I too remember this branch, and having downloaded it. As mentioned here: https://blenderartists.org/t/where-to-get-blender-3-6-or-4-0-alpha-with-mesh-to-sdf-volume-nodes/1527446/9Where someone links to a branch you can compile, if you're up for it.
More scales & pulled out some details that were starting to get hidden. Mostly trying to get the scales density to look right before I really finalize larger shapes & details. Some of the scales were abnormally large & next to large patches of bare skin, or followed illogical patterns, like large scales in highly…