Just watched this video and was wondering if we could implement this for ue4, does ue4 even use sRGB for rendering? Here is the video https://www.blenderguru.com/tutorials/secret-ingredient-photorealism/
Here's some photo's of my first hi-poly sculpt (clarification -- first character sculpt) I've been going through the process of turning this into a game character, and now that I've come to the map baking I seem to have a whole list of problems plaguing me. Being a noob, it is hard to know what to do. I mean, the model…
Hey everybody, im a 3D generalist and I'm currently working on getting some animation in my showreel. I used a sound clip from 'V for Vendetta' and did dialogue animation from that. It would be awsome if you could give me some feedback on the animation, thanks :) [ame="…
It slices it dices it feeds your cat while you're girlfriend is gone, it even feeds your cat to the neighbors dog, if she leaves you! But seriously here is a quick run down: 1) The main button toggles the layers visibility. Purple when visible, the name of the layer when not. There are several buttons under each layer that…
Eye candy for breakfast! a great start to my day :+1: If your system can handle working with UE5, then imo shouldn't present that much of an issue whether high res qaudified source or indeed triangulated target mesh?
I have an old thread that relates to this, but I never really went back to update my findings. Short answer is that per-face material assignments in maya are fucked and have been for a long time, there's lots of operations that can sneak in and cause the issue. Short solution is to use this script instead of separate, you…
I don't get it. One of my pet hates with max is that ignore backfacing only works if the surface is facing away from the viewport (self explanatory). But what about the majority of the time when there are vertices behind the surface you're woking on which get selected because they're not backfacing? Viewport clipping's a…