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Re: Should I learn to sculpt as a Hard Surface guy?
Reply by
R3D
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Sep 2016
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General Discussion
Learning a new skillset will never hurt and can help you problem solve later on. I'd highly recommend learning how to sculpt.
Re: DFX Workshop!
Reply by
DotaFX
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Jan 2014
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Dota 2
Solved the 2 hand style during sculpt ! Insaneophobia thanks buddy! u always help out, ill try that during skinning.
Re: Answered: Can't get paint layer to "bake"
Reply by
Patrick_Testa
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Jan 2016
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Quixel Megascans
Hello Sparks,I seem to have the same problem. Did you find a way to solve it? Thank you in advance for your help!
Re: Cube Map Issue
Reply by
Ken Benson
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Jan 2012
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Home
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Unreal Engine
Plug in a component mask in front of vector transform. This will make your material work, but I don't know how to solve the green line.
Re: The Bi-Monthly CHARACTER ART Challenge | Summer 2016
Reply by
Jakub
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Jun 2016
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3D Art Showcase & Critiques
To be fair, if you're making that character, it is not required to make exactly the same pose. Just don't put the hand in the pocket, problem solved :P
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Re: xnormal maps
Reply by
pongo1967
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Aug 2012
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Technical Talk
ummm no? How do u do that, BTW, i just changed the normal to a random tilable normal and no seam is visible <--- not solving the issue
Re: Issues Modeling Cutouts in Cylinders with Smooth/Subsurft - Maya
Reply by
Gazu
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Jan 2014
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Technical Talk
Hey Society, i had the same problems and never solved it. But how Bartalon said and some other people, the solution is a bigger Sidecount.
Re: Normal Map Issues
Reply by
Steampoweredman483
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Oct 2016
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Technical Talk
Sorry I had just solved the issue, I was the problem, I did not turn on all of the setting properly when exporting to xnormals. :/
Re: MT2 render very different from UE4
Reply by
feracon
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Dec 2015
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Marmoset
Solved this. Use alpha BC4 compression for roughness and metallic textures, make sure sRGB is unchecked. Normal map may need to be flipped :) .
Re: Sci Fi Enviro off Deus Ex concept Progress thread.
Reply by
BIGSOG
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Aug 2011
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3D Art Showcase & Critiques
if its just a flat surface BSP is better. triangulating your floor meshes or setting them "hard" might solve your problem
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