First off, you may want to symmetry you're model (specifically the body). It'll save some room and give more space for more detail resolution. Secondly, and I'm no pro character artist, but when there are two texture sheets, usually one is for the body and the other is for the face (and sometimes the hands). The face is…
I meant that AO is usually done as a separate texture or texture channel. Because you shouldn't see any AO on pixels illuminated by direct sun light for example , only in shades . So it's not included into base color texture usually. Cycles , same as any ray tracer in general doesn't need AO because same effect occurs by…
1. Yes and No. Like mentioned it will vary on the printer. More so on the printing service than the actual printer being used. Some printers and software can't handle intersections. Printing services will sometimes say they can't when they can just so they don't have to deal with any issues that come with it and to keep…
No one's insulting you, just your statement. First of all, this depends a lot on culture and is not even remotely true "across the world". Some cultures teach that vaginas have teeth in them. In such a case, a vagina would almost certainly be considered capable of violence and harm. (Oddly enough, there are rare cases…
I'm using a HDRI which is just plain clouds but I could try another one. The problem I had was that if it has any foliage it usually shows up in the sky and you can see the scale is all off
Only thing i can think of that usually happens is, group splitting any part of the mesh, you can ONLY subdivide if i remember correctly doing nearly anything else (if i was doing this i wouldn't do anything else if i needed just 'volume' added) will break u.v.'s edit, yes you can NOT click zremesh if you did and expect the…
There are a few ways to get to a sculpt. When you know what you want to create, building a basemesh for that usually is the cleaner and more effective approach. This could also cut down your needed time for the retopo as you already have a base. But yeah if you wanna dynamesh things for instance, you could build thay ear…
Anyone being dogmatic about surfaces that cannot be represented by the shader you're using is very silly and doesn't know what they're talking about. However, there are some hard(ish) rules metallic specular/basecolor values should never be fully saturated (eg. 255,0,0) minimum valid value for metallic specular/basecolor…
I've run into that error a few times. I haven't changed how I rig and sometimes it pops up and sometimes it doesn't. Drives me bonkers because I haven't figured out what causes it or a solid fix for it. There are times that I'll redo that part of the rig, test it and get no errors then days later they are back. Here are…
Legacy , ACES, Adobe and why? Isn't Adobe one basically same as in Photoshop ( ICC profiles based) the games usually ignore while in full screen ? ACES one is for VFX . Games use only tone mapper part of it , right? What you set for Unreal5 based game for example ?