Essentially it's a grouping of techniques/methods for each part of the body since every part of the body unwraps, without much distortion, differently. It's also down to where it's acceptable to have seams. Projection painting in 3D, which is now common allows users to paint over seams but there are times when you need to…
I did one in ZBrush just to test : Step 1 : - A triangle as in the video above to get an idea of where the cuts should go. - A PolySphere for the ball - A Duplicate of this PolySphere that I cut with Slice Curve along the triangle sides, and slightly modify to use as a boolean substraction (LiveBoolean) Step 2: - I ZRemesh…
Yeah the HLSL is the compiled version of the OSL in order to get it to show in the OGS viewports. Acronym attack! It doesn't have anything to do with the lighting. That is being generated from the HDRI environment because it's sampling different points of it over time. If you set the slider to the left, it looks flickery…
If that's a facial setup using morph targets (Max's Morpher modifier), then something extremely similar to that setup would be to use Parameter Wiring and create Sliders in the viewport for controlling each part of the expression. Look up Parameter Wiring, Manipulators and Sliders in Max Help, that should help you out.…
Like Millenia said you need to reduce the resolution slider in Dynamesh. Dynamesh was never designed with really high poly count in mind. It was meant to be a useful tool to equalize the geometry during the sculpting process to easily create the base mesh. I would also recommend you to look at Dynamesh Master(Same thing…
my personal opinion: -For the bow I would look at taking pictures from some more interesting angles, for example: http://www.arrowinapple.de/fotos/armbrust/xl/armbrust-twinbow_ii_sixpack_riser-1732.jpg http://www.ballestas.info/Visual/cache/Swiss%20Crossbow/SC-twinbow(2).jpg_w480.jpg For screenshots that aren't fp-view,…
Hello. I have a couple of questions. I notice if I extrude a face outward with its sides directly perpendicular to a surface, thus without making the sides angled, it still gets picked up as a detail in the normal map. But if push the face inward with no angled sides, the indent does not appear on the normal map. It does…
Issue: CC 1.51 is forced to shut down when creating a morph slider from Blender and Sculptris Steps: * Export the OBJ from CC * Sculpt the character in Sculptris or Blender, and export to OBJ * Import the OBJ in the CC Morph Slider Editor * Error message occurs and forces CC to shut down Solution: * For Sculptris users:…
Yes, I am talking about marmoset. Yes, there are three sliders. However, when you want to control spec over a single shader on a single mesh, so that spec is more powerful in one place than another, the only 'map' which you can use is a specular power map. You'll have to adjust the fresnel and the sharpness sliders best…
I've been wanting to come up with some kind of global material parameters for a while, and tiling was one of the things on that list. Am i correct in thinking that it wouldn't make much sense to have one input (ie: diffuse) tile while the other inputs didn't? What i mean by this, is that rather than adding a slider to each…