thanks jeffdr , i will try that color wheel out as for my hair transparency problem, i still do not know how to fix it. it seems like it shouldn't be a problem since i saw a screenshot the marketing image of marmoset with the girl's eyelashes, and it displays correctly. i have more of a problem when transparent mapped…
Can someone help me with how to stop this from happening as when i input this model into marmoset it messes up. do i need to attach all objects into one? or what? pls help.
A another question about Alphas. Can I get partial transparency like 50%? For making transparent glas/plastic and stuff? All I've gotten so far is the object either visible or hidden.
Two more small questions. First, I noticed that there are shaded lines where the edges of the geo meet up. This is especially prevalent when I spin the light source around the model. I was wondering if there was a way to get rid of this. Second, I get really bad texture popping where a texture from one object will pass to…
I have been having some lighting issues, the light is only is reflecting on the door, but not the object on top of the door. EDIT: Nevermind, turns out there was a naughty alpha channel in my diffuse messing something up.
I think the Keyshot rendering program is faking UVs on the objects. When I dig in to its materials I have the option to texture it by UVs which ends up with pretty much the same result as Toolbag. The option that adds the texture is called Cube Map, I'm not sure if that means it's projecting a mapped cube onto the object…
2 quick questions : -The cast shadow property on objects is broken or is this just me ? No matter if I turn it on or off, my hair seems to cast shadows anyway. -Is the quick ground and the reference scale character gone for good ? Thanks !
So to clarify, if I want the skybox to show up in reflections on my characters eyes, this is not supported currently? Or when referring to "full scene reflection" do you mean that other imported mesh objects will not show up in reflections?
Alphas can have grey values. You use grey for semi transparent objects of fades into/out of transparency, which can actually look much better than a hard black/white if its done at the tips of hair etc. :)
Right, and to put in into perspective; clicking object space with a tangent space map loaded is akin to loading a b&w bump/height map into your normals slot. It is just an entirely different data set, and will *never* produce correct results.