Hey everyone! Sorry for the belated replies! Knald can currently bake vertex colours from FBX or from OBJ (polypaint). We we look into the ability to bake from a texture for a future release :) 1+2, Sub-mesh and name matching support is on the list of things to do for a future release. 3, We will look into an elegant way…
Nut: I did a BPR Render with Shadow blur set to 8. thats all. used the default MatCapGray for the head and toyplastic for the eyes. didn't adjust the material settings one bit. regarding your questions on hrad surface sculpting, i didnt use mask or polygroups at the moment while blocking out, but it might come in handy…
Long time no post, @ErikNilsson Awesome colors, really like the sky! Here's what I've been working on. Check artstation links for higher resolution. Got some details there too. https://www.artstation.com/artwork/kX842 https://www.artstation.com/artwork/3knoB https://www.artstation.com/artwork/Wk5ay
Thanks Arturow, I added some more side to side on my COG and more translation on both feet. Thing is the character already built momentum so there isn't much side to side but just little made a huge difference in his weight. Appreciate it, man! <iframe src="https://player.vimeo.com/video/209437165" width="640"…
Hrmm...wasn't aware you could pack it so much. But does it depend on the engine/nature of the project you're working on that would warrant such a route? I don't see why one would (for standard portfolio purposes) pack so many maps into 1. (ex. the metalness workflow) As well I have updated the doc with the information from…