Some progress: I made a few changes to the head and tested a bake in substance designer. I need to fix the eye and maybe add some geo to help the shape of the ear and the top of the head. @PyrZern: I like the proportion changes. @klown: I like how the chaps are working, did you leave the chaps open in the back? @Lilith:…
Seeing as it's technically 2 vertices along a UV seam, that might have something to do with it? Didn't think of the aliasing issue at all actually. Straightening the edges at the cost of distortion is an interesting concept. And choosing sides to bevel to reduce islands... So much to learn :smiley: I've only been baking…
Pretty cool, the rocks are looking pretty awesome! I think the scratches don't need normals, at least not that much :/ too intense and unrealistic. If it crashed it would need more paint wear from rocks scratching against it and all that, the back would probably be beat up way more, would be nice to beat up the silhouette…
See, this is where I get confused (and I could be completely seeing this wrong), but isn't any rectangle put into perspective a square? Just depending on how wide / tall it is determines the perspective? I was under the impression that there was always at least one ellipse that fits into any rectangle. EDIT: Ok, after…
In my limited cloth experience what you want to do: -add your skin do your skinning -(I then created a really quick animation rotating the bones from 0 - 100) -Add your cloth ontop of the skinning -add the cloth in the object properties as cloth -under the Cloths GROUP make a group (select all the vertices) that you want…
This is looking great, some crits: - you should add a soldier course on the top of the curved window frame. - Align all your bricks and also your door frames & lift frames to them as well. - You could chamfer the 2 outward bound brick wall corners to soften it Would be cool to have a broken/blocked? wooden staircase just…
SD 5.3.3 Main Changes
* [Content] Add "White Noise Fast" (based on pixel processor) * [Content] Add "Offset global horizontal/vertical" on Tile Samplers Bug Fixes * Crash when creating new Substance in some situations * [Bakers] Crash when baked maps are updating the graph * [Bakers] OBJ coming from zbrush should use…
I think what's more problematic is that the engine might change the order of vertices, and decide they're supposed to be copnnected like this: Which would lead to a huge clusterfuck of broken shapes, inverted normals, zfighting and general ugliness. The first example is less critical, but could still have some artifacts.…
hey man, loved the vid of mudbox texturing, thought i'd give it a go. any idea why mudbox would flip a normalmap vertically when i try to load one? it's the only map it does this with, and if i try to flip the map in photoshop before i load it into mudbox, it's still the wrong way up. it's so bizarre. i know you might not…
Outside of pics taken expressly for reference, perfect side photos ARE hard to find. Easiest fix is to take your own photos of a volunteer. Short of that, try getting a good side ref (with a face shape you like) of someone else and tracing it in vector program like illustrator or inkscape and then tweak the vertical…