Try soft brush at low opacity at lighter value then you can erase parts with hard round brush then it's up to layer opacity to do the rest. You can possibly dig in deeper with the cracks and darker values then punch up the areas of interest with higher contrast and value. Here is what I did for the eyes if you want to…
the thing with 3D paint is that it needs layers - that can be collapsed down onto the geo. it also needs a decent array of paint tools that feel natural (!!!!!111one!eins!!), ability to interactively resize and adjust every aspect of the brush, layer blending modes and unproblematic projection paint, imho. another nice…
The color of your model changes because the model lacks polypaint data, or you have polypaint disabled. The default color that most matcaps work with is white, so have that color selected if your polypaint data is off/nonexistent. Symmetry is per SubTool. Switching to a different SubTool will require symmetry to be toggled…
Hey everyone, 2.1 update is available, it includes CS6 version https://www.youtube.com/watch?v=OWgQhwElvbU and some new fetures https://www.youtube.com/watch?v=RvzMc6EjV-E Full list of changes: - CS6 version - New warp mode — Autowarp: use Warp with 2 visible Persp layers and no paths - Fix path now works with multiple…
sometimes to fix small issues with dilation, editing the image in photoshop or similar can be easy way to go. You can just duplicate the base layer and add a blur to the lower layer or use a brush to manually paint in color to the problem spots. have not watched this tutorial but looks like it covers what i am talking…
Be careful with the wear if the scene is actually set in the 50s, as objects from the time period wouldn't be as worn as we see them today. Also be aware of manufacturing techniques of the time. For example, they didn't have laser etching and probably not those fonts on the name plate and lighter. But they did have photo…
That damn cobble path will be the end of me haha. I'm not a big fan of the idea of placing a ton of cobble stone models by hand (tried that with the bricks and gave up XD) on the landscape, but maybe I can see what I can do with adding some normal maps to it and possibly cutting up the cobbles into smaller fragments/closer…
First things first: The progress you made is clearly visible! Congratulations for that! Regarding how to continue.. I would actually retopo here at this point in your case to make it one single mesh (head, torso, limbs) and use that as your base for the sculpt. My approach at this is that I try to keep the typical edge…
Sorry Perna, not a very good writer :( With radiance's latest post I think I have a concise breakdown now. @radiancef0rge That's what I'm saying. In the original implementation the metalness workflow is a 2 or more BRDF layered material setup. It lerps between a metal BRDF and a dielectric BRDF artists define, after both…
Finished painting bump maps since. Painting color maps next. @Dataday Nope,will be painting all my textures in Blender.U can create layers exactly the same way in Blender.There is an addon in the user preferences window in Blender called Paint:Texture Paint Layer Manager.If activated,u get a layer section in the properties…