bench.3ds has a hierarchy structure, 21 boxes linked to a non-mesh node (a "dummy" in 3ds terms), which is linked along with a cylinder mesh to a root dummy node. So three levels of hierarchy. This could be causing your troubles. The monster 3ds file is a single mesh, no hierarchy. However it does have a ton of split…
Hey, nice branching you have there. Ivy generators are a cool idea. One day I was trying myself to get a correct L-systems for an random ivy plant with vanilla nodes and I got pretty funky results. About you problem I would try to focus on spawning the leaves in a general position of your branching with different sets of…
Dang it, I was so hoping that wasn't the solution, I thought there might be a faster way than that like a tile generator of sorts that includes multiple different inputs and outputs like the base material node so I wouldn't have to set it up my own parameters for each control that I want, Setting up that many parameters…
Q: Is it safe to assume that most of the weapons have the same 'mount points' for the characters hands? I see in the Double Axe reference file there are two nodes called b_weapon_handle and b_weapon_root.. but in there Dane Axe reference file these nodes don't exist. Thanks! A: I re-uploaded file for the Dane Axe to now…
yes, you always need to churn up the intensity of the normal maps in unread-ed.Quick solution as mentioned below is to use a multiply node with a vector node.Any time i use to import a normal map into unreal,it always appear weaker when compared to the real time output u see in 3ds max. But you can see some of the official…
Okay guys, here's what's going down ! Im working on a game that uses a vertex shader to produce a fisheye effect for the level geometry which is constructed out of blocks. (See video here: https://www.youtube.com/watch?v=iImBtvXtXrk&list=UUfDV5xinF2VjLd8LSAAfgCg However since I wanted to speed up my workflow a bit , I went…
Created a base model and applied texture using stencil painting. The texture is a Midjourney-generated image, enhanced with custom masks to control color and displacement mapping. By layering multiple displacement nodes, I added surface depth, blending the details for a realistic effect. The mask allows precise control…
Ok crit time. @ M4rt3 - Good start. Be careful with the muscles he has a decent amount of body fat so his muscle definition is rather soft. Also I think you have his shoulders up too high. @ damir_boz - The hands are too small. Also the nose looks a bit wide. Looking nice otherwise. @ CLo - Drop your subdivison levels and…
The easiest way to do this is to set your camera into Shutter Prority(TV) mode on the mode dial, then you can set your desired shutter speed with the dial. You may also want to use TV to help you get the right settings, and then go to M and set your Shutter and Aperture settings manually to fine tweak it. As others have…
I have a problem, I want to import a model in a Marmoset Toolbag scene into Blender. MarmoSet can export models to FBX and it is working great, except the textures. In the Principled BSDF node the metallic slider is set to 1 and specular to 2, which makes it a mirror, but when I make it lower it looks like PS2 textures.…