Next thing to do would be to turn on a global material override, and choose the default grey V-ray material. See how this renders. Then if it's still blue, you can turn on some render elements, such as Global Illumination and a Light Select for the HDRI or any other lights you've got.
Most definitely. I'm still in the process of refining it. Generally after some Polycounters give me feedback my stuff ends up looking completely different haha. I'm going to try to rework the joint placement system to behave more like how weights are applied to a selection.
If I understand your question correctly, what youll want to do is: enter edit mode, select the faces that you want to flip, and press Ctril+Shift+F to flip the triangle edges. You can also find this command in edit mode under the Mesh->Faces menu.
Ah, I see what's causing it now - the material exists but it isn't pulling from the material library. Click the checkered circle next to the DynaMask for Varnished Wood, and select Wood - Lacquered in the material browser. That will solve this issue - we'll be patching this in a future update. Sorry about the trouble!…
you just modeled sloppy :p just hit ctrl+Backspace whenever you remove a vertex or edge selection as it will remove the associated verts as well which will avoid what you have there. As for the triangle flow there is always the option of 'Edit Tri.' and Turn to flip some of the triangulated edges.
Looks so much better! make sure you have more Ao in the mouth area, its looking a bit bright at the moment. you could also probably bump up the glossiness in selected materials quite a lot, like mouth, metal parts, teeth, that kinda stuff.
Its amazing. Great beer selection. Great sausages. They have exotic meats too like rattlesnake and shit. I love love wurstkuche. If I'm the first one there, you'll probably see me doodling in a sketchbook. Who else but a polycounter would have a sketchbook out, right?
Switch to the eyes subtool, select your material and with the M option (or Mrgb) go to color>fill object. This will assign the material (and colour if you are using Mrgb). When you go back to your main bust model and choose a material, the eyes should stay with the material you chose
I repeated your settings but mine still comes out more blotchy. I only sampled from the green and then hit delete or copy and pasted onto a new layer. Edit: I switched to a higher resolution image and tried selecting just the brown and it came out better.
I'm soooo sorry for wasting everyone's time... I just realized that I didn't have the "Texture" preview selected, so it wasn't showing any texture period. My Normal is completely fine. Wow... I just wasted about 2 hours over the simplest thing...