Hey Mark, The progress is coming along great. What I see as an opportunity is much like what has already been mentioned. More Polygons and push the spec. You are really relying on the Normal map to convey the light information and currently its doing an okay job of that, but Nmaps can't work alone. I took a section from…
Hi Luiz, I've found some problems with version 0.5.2 the first one is when I will double click on an image to open, it will not bring it to the front, is it possible to bring the image to front? or the entire images already opened with kuadro? -when selecting with the alt tab the first image that shows when Consolidated…
No, don't break the unwrap. You want the unwrap to be one continuous square. That way when you bring it into Photoshop, you can use the Offset filter easily. Don't worry about relaxing the shell, or about stretching and stuff like that. The main goal is to get it to fit in a square space. Just made this real quick to show:…
yes we at dice have the same kind of branding. "DICE - an EA company" as my business card says :) . i can sign of that initally people where a bit worried what the merger would bring but now a year later it really works. We are just doing our thing as we've always done but with the added security in finance and also the…
Haha was working on a topic, you beat me to it! :D Man we're beyond excited for this to happen! <3 Here's a super brief summary for what this means to you as a user: - Megascans is now free for Unreal Engine users - Megascans subscription prices lowered for everyone - Bridge and Mixer 2020 will be 100% free for everyone…
Just bumping this one more time if anyone can give me any recommendations on what to improve. This is one of my first renders in Arnold and when you're self-taught it's not easy to figure out what you're doing wrong. Like comparing my own renders to someone like this I'm not sure where to go about beginning to bridge the…
Try beveling the two edges independently but keep the "Fraction" value the same. If you bevel both edges at the same time, the bevel will be the average of both edge lengths and give you the same bevel value. In this case because its on a 2d plane, I had to extrude some edges for it to bevel. Alternatively, the bridge tool…
It would just consider it as polypaint, or whatever the UV layout looks like in the UV editor. Zbrush has a very basic OBJ exporter, so it's not going to be able to do anything too fancy on a single mesh (no multiple UV sets, no vertex normals, etc). I'd recommend having some other program act as a bridge between zbrush…
I think you've got the colors and transitions really good. But what about sub surface occlusion? Specifically the nose is a real problem for me. [EDIT]What about using the blur tool in ps to selectively blur your normal maps so you can reduce the sss on the bridge of the nose? Or even just masking back in 'hard' normals…
Sorry I wish I could help you, but I've never had to do what you seem to be doing. Out of curiosity how did you end up with all those floating verts without any pre existing edges or polys? If you've got edges it might be easier to use the bridge tool, or if you can select whole edge borders there's cap.