Feature request for colored Specular PBR workflow as alternative to the metalness workflow: Metalness workflow is Binairy and dus not support subtle blending of metalic and non-metalic surfaces without creating artifacts and white fringes.
Video of where we were in the project at week 1 https://www.youtube.com/watch?v=Yz4N6Wbinn4 Character Programming / Blueprint work needed for this character here in this video https://www.youtube.com/watch?v=DYC_j7TjtGc&t=241s A link to the current status of the project…
Hi everyone, I'm currently deciding between two types of devices for sculpting mode in Blender: a graphic drawing tablet or an Android tablet. I'm specifically wondering about the XP-Pen Artist Pro 16 (Gen 2) and the Samsung Galaxy Tab S8 Ultra (used as a second screen). Personally, I am leaning towards the Android device…
Niche example: old-ish game moves to new engine or you are making enhanced edition. Doesn't happen that often, but when it does, you are sitting there with hundreds of diffuse textures that need normal maps now. Possibly also roughness, metallic etc. Recreating them properly in designer would take too much time/money.…
Hello all. I would like to ask if there is a option to add spacing to extraction in zbrush? Let mew explain. There is mask of human chest. Out of this mask I will get this. But I would like to have an effect of spacing between two objects, I know I can use gizmo to kind a fix it but is there any other option than gizmo?…
Hello, folks. Doing a bunch of calculations on UV faces and script is pretty slow. What I've noticed is that it works reliably faster if I switch modifier stack from unwrap to one modifier below (epoly in my case). Tried to switch modifiers in script, but it gets confused if there are several unwraps in a row, so I would…
Hi everyone, I am currently working on my Final Major Project and it has come time for me to create a complimentary pistol weapon case for my firearm. The case I have decided to create is the Sig Sauer P320 pistol case. I will have a modified version to accommodate a set of attachments, but the idea from this reference is…
Thanks for the answers above, this is really helpful and probably explains why I've not had much success applying for Technical Art roles. I actually have around 10 years experience with Unreal/Unity, but I've mainly worked as a freelancer on small projects where there's been a couple of programmers and a couple of…
that's probably where i'd start - simply don't include the water There is/was a node for testing depth behind a surface that looks like it's specifically intended for this purpose on (probably) 5.2. I cant remember what it was called but if you search for depth in the materials nodes it should come up