Hi @Aydhe I'm excited to see your progress of the character. It'd be nice to see the concept piece you're aiming to replicate. Regarding critiques on the anatomy, the upper chest/ribcage looks a little off. It seems to be bulging out too much. The wrists seems like they could be thickened up a bit. The sternocleidomastoid…
Agree the fur is 'hella' dark on my end also, looks good though. If you have f.lux on i found it does interfere greatly with color results and i forget i even have it on, that might be it, i made a photoshop layout that replicates the results 90% or so that flux does to the lighting on your screen. I noticed this on a…
Are you using a laptop by any chance? What video card do you have? If you have just recently started seeing these issues, have you updated or changed your drivers lately? With problem A, I've never had that much of an issue with alpha showing up in the viewport, but my workflow involves using flattened .TGA's. Try using…
i second using linux's DD, just use knoppix - free, nothing to install, all you do is boot from a knoppix DVD or USB stick and get to it. you can clone partitions or entire harddrives and it will replicate them block by block exactly. there is a graphical tool included in knoppix as well (GParted ?) to display all…
Yes it's kind of along the lines of what I'm after. I guess there's a very fine line between what can be rendered through real transparent geometry and what can be made with texture manipulation, even as I come closer to exactly what I was after it looks a lot like something that could easily be mocked up in substance…
Ah ok. Well, exactly how important is it to you that what you get in a render is replicated in the viewport? 'cos (as Im sure you know) mayas viewport rendering capabilities just about suck. I think that when I die I will still be angry about the fact that I need 3 entirely different shaders for normal mapping for…
Whargoul: Well, yeah, and I mean that is the problem. If you do any edits to the base topology then the split ring etc. will get messed up because the number of edges (and indices) will change. This is what is so good about Max's system, and it's what I'm trying to replicate - what you described here is why I want a…
I know we're a step closer, but Nanite isn't the death of UVs. Textures still compress better and Nanite works best with virtual textures, which obviously require UVs ergo you shouldn't think of Nanite as the death of UVs. AFAIK Unreal doesn't offer an out of the box way to generate procedural maps. My personal opinion is…
What kind of reference are you using for these studies? for your next one I would highly recommend grabbing a head scan from 3dscanstore and try to replicate it. If you don´t wanna buy a scan you can still get pictures from their site of a turnaround of a head for free and use that as reference. Then post your progress on…
Ok so I've now found out that this is actually an engine issue. I was going insane trying to replicate my lighting to what my client was seeing and trying to get the seams to show up on my end. I never actually had trouble with seams in my test scene in unreal engine, but they did. I assumed it was just more apparent in…