Which part exactly do you struggle with? I see a tiling undermaterial and then a layer on top that masks it away. You can probably come up with a smart solution for this, create a pattern generator or something. but you might just go in and paint that stretched longer/bigger cutout mask by hand. The shorter one looks…
I'm kind of close to the end I think, I'm fixing some bugs and running renders through MRQ now so I should really catch up on the posts. Clothing creation was really problematic and I think one of the things I spent the most time on. There's a lot I could talk about but I guess I will focus on 2 things I realized: 1.…
I go one step further, and type some code that produces a teapot automatically, and the teapot in turn generates and runs its own code. Then I go and make a coffee, and when I come back, the teapot has produced whatever I required.
My simple explanation: Lambert1 is the default shader in Maya. Its node is hard-coded into the shading and particle engine, and its not like regular shading nodes. You can see this yourself in hypershade. Select Lambert1 and hit 'input and output connections' or >> . You'll get two nodes branching off, one is…
Alright so...hmm, where do I even start with this I am realistically (not counting my chickens before they hatch but I still have to set things in motion regardless and think about things) facing a move due to a potential new job (cross your fingers!) It's a great opportunity, a dream come true, and I couldn't be more…
I'm just wondering if some of you have the same issue as me with Max2012. (it worked fine in 2011) I set up a keyboard shortcut for the TV element mode toggle... but for some reason it doesn't work in UV edit window. I already try with toggling "Keyboard Shortcut override" to no avail. What i noticed on the other hand, is…
Hi everybody, this is a relatively simple question, but I'd appreciate some feedback or techniques on how resolve similar problems. Here is a simple flashlight model with temporary baked normal map: Looks quite okay, still learning no remove problems related to padding and visible tiny seams, but here is the main thing.…
This. I would all for at at first thought but how many actual code programmers are there coming here? Programmers have their own sites to discuss codes imo...And i even doubt this forum would make a successful bridge for both worlds to understand each other's work...
Are you sculpting in orthographic? you can press P to switch to perspective mode. Pick up a copy of Anatomy for Sculptors https://anatomy4sculptors.com/ You can use Ryan's skeleton mesh for reference, it comes with Zbrush by default.
With a slider of number of colors? A node that would output two things : A pallete and a grayscale representation of indexed colors ? Sometimes I wonder why we use true colors RGB textures for the base color while typical albedo/base color texture is 10-15 colors at best. Or is there a way to import those things from…