change the size from "relative to input" to "relative to parent" on the compositing node - you can then force the input nodes to whatever size you want using absolute
Sorry, the file has been lost hhhhhThe production process is roughly to use cylinders in ZB to build a basic human body proportion shapeThen brush the general muscle structurePlace the POSS and then refine the muscle structure. Then because it is a stylized modelSo the details of the model are erasedRender in…
The way I'd do it is by using the material workflow. here's a simple example: Substance already comes with a pre-made material node called "fabric009" that you can use with the "material blend" nodes and a few adjustments to make any pattern you want.
3d noise nodes require position image/AOV baked for any specific 3d model or you can just merge vertical and horizontal gradients into rgb image and input it into those nodes .
I'm using Refine Noise node from Substance Share to generate fake height from diffuse and then normal map node to generate normals. It's not 100% precise but it's ok.
You get a 45 degree bevel if you use a distance node to convert a shape to height, pipe that into a normal node and use the same value for distance and normal intensity.
A simple example would be to plug a shape into a distance node and that into a normal node If you set the distance to 10 and the normal intensity to 10 you'll get a 45degree angle (at 2048)
Yes, and that's exactly what I want to do. My goal will never be low-poly production for games or animation. My only aim is the production of 3D hard-surface, and later, organic and artistic models. An example would be a rendering of a spaceship flying in a valley. Or a steampunk boat sailing in a sea. My interest is to…
You'll need to add a mentalrayVertexColors node, connecting each object's color set to that*, then the color output goes to a shader or wherever. *Easiest done in the node editor. Documentation page.
Been grinding on this after work for 1-2h everday. Some notes ( Or critique ) from me to me : Skeleton needs Adjustement Finger bones are way too long Adjust Skeleton to the base-mesh once complete , not other way around Find more references for the Orangutan especially the muscles ( Hard to find for me, mostly guess work.…