You need to use the wireparameters to take 50% of the X axis, but since you are using biped you need to use Expose Transform nodes. Yes, it's a pain. ET nodes basically query the bone and report back on what it's doing. So, you can't access rotations directly, you need to set up an etn for everything you want to look at.…
Hi, I have imported a somewhat texture mask that has different R,G,B value. I only want that the R value. How do I extract it so I get a black and white mask in Substance Painter? I checked the list of Filters available but they don't seem to show a way to isolate the Red Channel/Value. Is this possible in Substance…
rollout myrollout "myrollout" ( checkbox mcb "mycheckbox" sfloorface = "" button apply "apply"( on apply pressed do ( result = sfloorface + and so on the rest setuserpropbuffer $ result ) ) on mcb changed st do ( if st == true ( sfloorface = "floorface\n\r" )-- end st == true-- if st == false ( sfloorface = "floorface\n\r"…
Unless I am missing something as well, don't think you are missing anything. Don't even need to get the component mask for R in your one> You are component masking a float but it's already a masked float straight from the vert color node, so that shouldn't do anything. The other graph basically ends up multiplying the vert…
Hey all, I've been modelling, texturing and learning how to render in V-ray with Blender. I decided to make a surrealist environment, inspired by Le Simulatuer by Dora Maar with its gravity-defying visuals. Le Simulatuer: I'm looking for feedback of all kind, primarily with composition, texturing and lighting. But I'm open…
nice work man. But yes, I agree that roof is too thin. On my part, I think say that texturing needs some more ellaboration. First, textures don`t seem coherent. E.g., main walls r too shiny and contrasted. white/light gray does not work here. They should be in harmony with other wooden parts. Second, texture size on…
thanks for all c&cs. lol, i really was relaxed when i did this one:) Me I am usually all about optimizations since i mostly work with handheld, but this time i definitely should have been chilling hehe. rasmus - it actually has most of edges with normals that give smoothed edge effect which works well, but probably the…
Hi everyone, We are looking for a first-person weapon animator/rigger for our tactical FPS project, built in s&box / Source 2. We will provide: * weapon model * already rigged first-person arms * textures/materials (if requested) * reference examples for weapon positioning and animation style (if requested) The weapon…
Original document: Bug Issue Report: Persistent Stability Concerns with Marmoset Toolbag YOUTUBE VIDEO (recommended to watch at x2.00 speed) https://youtu.be/tiz7MIinnIU The current baking workflow in Marmoset Toolbag, particularly regarding the Auto-Reload functionality, presents significant challenges that impact…
I highly recommend reading these articles as well, on procedural material generation and theory. https://80.lv/articles/creating-an-assault-rifle-in-sunstance-3d-painter-and-unreal-engine-5 https://80.lv/articles/how-to-texture-worn-out-sniper-scope-in-substance-3d-painter