I guess I should keep this updated as I get a little closer to a solution. It looks like Unreal Engine allows customized UV channels separate from the the UV manipulation that you do before the texture sample node. So I guess that's one way to edit UVs after the texture sample node. I haven't set up the whole material yet…
Might have completely misunderstood this section of the talk; interpreted the stacking of the texture sets as two chains of vertex colors and not one chain. So instead of lerping between just A and B on the red channel you are lerping between A, B, C, & D on the red channel, and on the Green channel and on the Blue…
Did you set your camera FoV to be closer to film cameras? It can be hard to get a likeness right if your camera is causing distortion, which can make it difficult to get the exact details right, but also various proportion issues. The position of the cheekbone and brow ridge, and skull is definitely affected by this. Her…
This can also happen if the object is part of a hierarchy. The transform of a parent will affect the transform of its children, so if you use the Reset Transform utility on a parent object, the children might change drastically.
@pior ML models are literally filters so I disagree - facts are not disingenuous. A neural net is a tree of binary choices. The complex behavior we see is achieved by brute force : ie. there's a shit load of choices and a shit load of tweakable parameters that drive the choices (that's what the prompt affects). My point is…
Hello, I know a little about 3D but just recently I'm experimenting with painting my models in substance painter, that's when I first heard about the concept of texel density. Usually what I did was work on real scales in blender, for example if I made a robot that in my mind would measure approximately 3 meters, in…
So I'm trying to bake a high poly mesh on a low poly mesh. It looks like the low poly wire frame is showing through the bake. You can see in the photo the grid showing through all the maps. I would smooth my low poly mesh before bringing it into substance but i cant afford to up the polycount on this. How could I fix this?…
Tried all that. Two-sided always on (tried to disable it to see if it helps, it doesn't). And cavity weight just affects the "contrast", so to say, of the occlusion. But the white streaks in the corners are still there. That being said... it's not a *huge* issue. Because after texturing, it's not even noticeable. It's…
Hello, Im working with unreal 5, and Im trying to make my third-person character smaller by pressing a button so that the camera also follows the character relative to its size and acts the same way as it does when the character is the proper size rotation and transformation-wise. Since the character size difference is…
Thank you so much for the feedback and made some adjustment base on that yesterday! I just noticed that, for some reason, the HQSky didn’t have indirect lighting working correctly, and the lighting didn’t affect the objects placed in the scene. It only affects the sky. Therefore, I deleted the HQSky and manually set those…