I'm sure it could be done with a material that takes in vertex color as an input. You could split the vertex color channels and feed them into seperate layers of a layered shader. Then toggling on/off the layers would let you see each channel.
Hard Surface Height requires NDO layers to convert. Height in this mode is dependent upon the z-factor in each NDO layer, as this determines the height of the conversion it generates. Without NDO layers you'll need to use the standard height conversion instead.
We are working on a layered material solution that should effectively cover a wide spectrum of applications, from a simple layered terrain texture setup, to layered micro-detail maps for skin materials. The exact implementation details are still a bit up in the air.
than i would do a sculpt layer... and use the mask brush to get the original back... or import the subdivided original plane as layer and mask the areas out i dont want to be affected... or do the snappng in maya and import that back as layer...
Create a new character studio layer, Motion Panel->Layers rollout, then select the bip01 and rotate it 180 degrees. After that you can either collapse the layer and "bake" down the animation or just leave it. That should hopefully fix your problem.
Hi, welcome for your first post here! I learn 3D by myself, I could have started a 3D private school but it is quite expensive and I'm not sure it would have helped me that much compared to the price. There are so many great course free or cheap on internet from really talented and experimented instructors. As I'm also…
Thanks guys :) Worked really hard on this. Yes the pupils look weird as a sculpt, I tried a few things, in the end I just sculpted them as if they were going to be baked down to an the inner layer of the eye (layer under glossy layer)
Photoshop. The bearclaw: Ctrl + Alt + Shift + E (Command + Option + Shift +E on the Mac) Flattens layers to a new layer (or empty layer) and keeps the stack. Plus the name bearclaw (cause your hand makes a bearclaw shape) for a hotkey is amazing.
Hey Teddy, Thanks for the response. If by Multisculpt layer you mean the Multi-normal Layers, then yes I have used them. I have a mix of both the Multi and single layers in this project. I hope this is some use to you. Thanks
You can use the layer displace Z slider in the layer panel. Just make sure you have the right layer selected and you can displace it in the depth axis. Sadly there's no way to just "average" them all out, AFAIK.