Hey good stuff man, I caught it in the WAYWO thread. Really good crisp stuff, means a lot when you're working with firearms. Personally I like to try and exclude any airsoft ref whenever possible, though I understand especially dealing with some more esoteric Russian hardware it's not exactly the easiest stuff to get good…
Eric: Im guessing your working at a studio, and that being the case, I'd recommend you get a colorimeter, or "monitor calibrator". Greytag MacBeth makes a decent one in the EyeOne system. I've used that. You place the puck on your screen, and it'll go through a wizard and calibrate your display. As long as you set a policy…
Yes, lowering the samples to 4 will certainly lower the quality. :) You're essentially ray-trace rendering when you bake with cycles so all offline rendering settings apply as usual. For instance, I will bake normal maps with 128-200 samples. Obviously map size affects render times in the same way that render size matters…
Chris i fully understand your concerns! We are constantly trying to find the balance between support and development, the release of Megascans for instance have been in the works for many years has required a huge amount of work. We really don´t want you to fear that the tools will never be production ready, the fact that…
@ acapulco: Thank you! I started a render, going to try it it! =D @ quero: Its something friends suggested doing, helps keep them feeling alive xD. Thanks a lot for the kind words! @ AimBiZ: I use a .5mm mechanical pencil at HB hardness, any softer and i break more lead than I use xD. I use humble 8.5 x 11 paper, so i can…
What node offsets the image? I can't quite make out the text in the image. I've got a normal map of a block pattern that is basically half a block off my diffuse. I made a block pattern greeble in Maya a few weeks ago and used it on a plain tiling stone tex, then today I decided to cut out pieces of stone from 14 different…
You shouldn't care too much of topology at this stage , also my suggestion is to learn how to build everything yourself from scratch (using primitive - sphere or cube ) using progressively increasing levels of dynamesh (example: for basic shape of head , neck and shoulder using default zbrush sphere dynamesh with…
IMO, the main advantages of using tangent space: * Because the normal is relative to the face, Z always faces up. - That means normals with more precision when data is quantized, usually to 8bit per-axis. (128 vs 256 positive Z values.) - Z can be omitted and quickly derived on-the-fly without any extra info. - Storing…
I just saw this today, I think this is super relevant to your character. https://www.youtube.com/watch?v=v7gI7vj63qI. Ken Fountain talks about masses and balance applied to poses. Relating it to the character you're animating, nearly all the mass is at the top in the head, and that would be the determining factor on all…