Assuming your project involves high to low poly bake workflow? then from my perspective both elements completed thus far seem fine, imo nicely quadrafied too project an optimised proxy off of. As for face counts including relative number of cylinder segments, well they're dependent upon screen space this object or parts…
O.O... damn.. okay purpose you've made this: I was practicing just making posing stick figuers trying to correct my bad size scale of body parts and stiff postures of most of my drawings and i came out with this pose which i just thaught would look cool in my head, so then i made it into a pen drawing over the stick…
This is my first substance painter project that i am happy and excited to work hard on it and see it come close to being finished. I never managed to finish anything like this,adding textures and everything because i always tried to make something big,so now,for once...i tried something simple and small. Always wanted to…
My sculpt is made up of multiple sub-tools but I've done a remesh and projected enough detail to serve as a suitable surface on which to create some plant/vine like detail. Using the CurveTube brush with Snap turned on and I'm getting some really bad results which hopefully someone can help me with. I've tried varying the…
Hello Everyone, Upon making texture maps for a model Ive stumbled upon an issue regarding post-compositing. I used a simple BLINN shader, and I call it MATERIAL_Turntable, and my renderer is Mental Ray. My goal is to have light pass through the transparent areas of the planes that are NOT covered by the leaves and grass…
Have you tried an AI upscaler yet? This sounds like the perfect method since your graphics already exists but are just a bit too small. It might add the detail that you need without the need to redo the graphics from scratch. There are online services that allows you image upscaling. Also free ones. It must not be Topaz…
Also, someone PMed me about how I did the lantern shader. I thought I'd just post it here and share. For anyone that's used Unreal much, it's pretty simple for most, and could be done better. Anyway, here's the shader with the explination after: So, this is basically a masked Fresnel shader. Starting off at the bottom…
Yes but if your reference node is gone , usually the reference gets converted to a independent node as well - no more referencing. You could perhaps recreate the scenario where you create a copy of your result node, remove all modifiers and changes to its transform and then start over. But to make things easier you can…
Sure. plug a "select" node into the set static mesh node. This will allow you to define a list of multiple meshes and choose randomly. random int and random int from stream nodes can help you generating a random number, that you can use later to select a random mesh from your list. You could also just make an array of…
Sure i can and happy you liked the render. I used the Octane blender plug in 2.15 but the nodes work about the same as the stand alone. Attaching the node setup for the metal parts. I split the model up in 2 parts. One for metal and one for wood because Octane cant change the index values with a map so there is no way…