I'm using 4.06, the most recent one and got this bug like 2 weeks ago where a group was not baking AO on top of another at all. After i set up a new baker with the same settings and files it worked perfectly again.
Hi Is it possible to render out the shadow pass of a model on its own like you can in 3ds Max/Maya? Or can it only be captured/rendered with the model? Thanks
Typically you would use bake groups - find more info on that here: https://marmoset.co/posts/toolbag-baking-tutorial/ In this case, it looks like your highpoly is a contiguous surface while the low poly is split into multiple objects - it won't be possible to bake a mesh like this without some sort of seam or artifact…
I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…
I started this project back when the second season of the show ended and just recently had the time to finish it. I really like the aesthetic of the new Loki suit and had a good time recreating it. More pics at my artstation https://www.artstation.com/artwork/5vkgkg?notification_id=6204201531
that's probably where i'd start - simply don't include the water There is/was a node for testing depth behind a surface that looks like it's specifically intended for this purpose on (probably) 5.2. I cant remember what it was called but if you search for depth in the materials nodes it should come up
idk if this is your #8. Being able to load a new HDRI without redoing the lighting? is that a crazy ask? i know of moving them off the main section and do it like that then move it back, perhaps a keep lighting check box, should be cool? idk how difficult coding is but on youtube people seem to do it like nothing, i can…
Hi there so was following a tutorial trying out the boxcutter and hard ops. Here is the texture I made for it. Like toto hear any feedback on the texture and if anyone has any thought on how i could improve the texture for it, let me know. Thank you.