Hi, all. Here's a problem that's been driving me crazy recently. I've had Zbrush for a while now, and I set up my file associations so that .ztl (ztools) will open in zbrush when I double click them in windows explorer. Basic stuff. Now ZbrushR2 has come out, and I want .ztl's to open in R2. Unfortunately I now have two…
Good progress! Re: Histogram There are not tools in Unreal to update the lighting from histogram. It's more of a general tool for you to know where your values fall compared to your reference. Or if they are too dark/bright/not using the whole range. You can get the histogram in any image editing software like Photoshop…
Made 3 days ago : zoning out in krita this happen thought might as well see what people can do with a "loaned conceptual design", credit is required thanks have fun. "Fixed:" If you do not know the show its the jetsons rosie robot and the samurai pizza cats show , both americanized version & the asn one. Off memory no…
I'm a beginner to substance painter and to texturing in general, and I'm trying to get used to working with Xnormal for making normal maps, but when i finally work everything out (seemingly) and get a good looking map that renders correctly in the xnormal 3Dview i find that when i import the normal map into substance…
This is a tough one.. for any composition everyone will tell you: What's the story you want to tell/show. So when seeing this section of the cave i'm aksing myself: * How does the spaceship comes into the cave ? * Is this the entrance and is this by night ? * Is this shortly after the crash (so the spacecraft light the…
wow, great idea. it's really creepy. I think the main problem right now is that the materials are very ambiguous. I really don't know if the leg part is supposed to be skin?? right now it looks like a sort of.. artificial material, like porcelain or something... or a plastic. that might be okay for what we've got here..…
Hi, i have mesh asset made of 2 IDs exported form 3ds max. One material ID is ordinary simple gray material. Second one is translucent material that is way too bright in shadows. Please look at the screenshot. I prefer not to use deffered decals as i would like to add these kind of details a lot more, and i don't think…
I haven't read the article @Alex Javor pointed out so I might be repeating it, anyway, those problem areas have both rim light and shadows, so setup the nodes in a way that doesn't let rim light appear on shadowed areas (the shadows should kill the rim light)