non metals are always gray specular with a value between 0 and 0.5 (out of 1) most materials have a value of 0.5 - for wood and other absorbent or very rough materials you can consider reducing the value a small amount (minimum around 0.37 before it starts getting wrong) painter's type in color values are in linear space…
@billymcguffin Nice suggestion. They look more convincing now instead of spreading from irrelevant places. @Bruno Afonseca Well, the shader uses the alpha map to mask the lines based on the black and white gradient, and a slider tells where to cut the lines so when you give an animation to the slider it looks like the…
Vertex color is interpolated in a linear way. The distance between two vertices directly controls the width of the gradient between them. You need to change the topology of the model to fix this. You can fix this by selecting an edge loop, turning on Edge Constraints, and moving it.…
As it turns out... my workaround failed if the brush stroke uses rotations and/or scattering. So a full math solution is in order. I've started reading the linear algebra book you linked to... but I'm not sure I'll have time to study a lot at the moment (my elderly father is moving in with us tonight... ) . But I'll try.…
Deform isn't a tool, it's a sub-menu at the top of the application. Make sure you're in the modeling mode (top left) then look for the deform drop down menu at the top, then non linear, then bend.…
Not quite what I was asking about. I meant the mode Maya is reading your files in as far as color space/gamma is concerned. Since your render is washed out you may need to switch to raw, linear or an alternate gamma mode on your file nodes. I could also be wrong, like I said just a shot in the dark.
That older model/texture looks kind of cool. I think the new one is a bit too linear in the arrangement of loops. I'd try to see if you can get them to flow a little more dynamically and you'll be able to get more definition at the current triangle count, or you can optimize some of those edges out and keep the current…
Great work guys. Reminded me so much of a linear Prototype with better art budgets. You've even got a lot of simlar moves. That slo-mo on the uppercut before you throw the right hook to launch the guy is almost frame-for-frame the same. It's amazing how similar your control scheme is to Proto's as well. Acti enforcing some…
(For some reason I am not able to upload + insert images anymore, so have to make do with a link...) https://images2.imgbox.com/3c/88/3RFyveKp_o.png Basically, Blender's bevel "profile" parameter is non-linear and only goes down to 0.15 in GUI. So is it possible to match this concave bevel to the convex bevel's profile? Or…
Hello Everyone, I'm trying to continue pushing this animation and I'm stuck. I'm in blocking plus right now and everything is linear tangent. I'll take any and all critique from camera work to flat out better posing. Thanks to you guys in advice. https://syncsketch.com/sketch/170322#211136 p.s. How do you guys put effects…