Been a bit ashamed to show my slow slow works... got some corrugated metal to show off , going to finish the house front with the rest of today now that I have the texture process locked down
The emissive properties in the material editor only control how bright/how much light is emitted from the material. If you have a texture map for emissive, you can ignore the glow color in the emissive section. The glow color will apply a uniform light emission value to the material, which is generally not what you'll need…
Hi there, in every tutorial as soon as they turn on edit topology on a z-sphere the vertices show as small squares, but when I try it only shows the edges, does anyone know why this is occurring? My model Model from the tutorial
Basically, I tried a new workflow involving polypaint and even though I was slow at it at first, eventually, I will incorporate this work flow into my own now. Also, this is the first time I've deviated from a realistic face to a more stylized face. Will post low poly soon.
No it's not a pluing. Adobe made "material" panel few years ago where you could load sbsar. it reads a layer as rgba input. Makes it into smart object and put live sbsar processing on top of it. So far I use height to normal map ,height to smooth curvature and height to AO "materials" It works best if you document follows…
Hey guys, I'm a game artist generalist and I barely use Unity, so I was wondering if I want to make my entire scene grey scale except the red color, I want the red color to show (eye glowing for zombies) So literally no idea how to do this, any help on the subject? :)
Does anyone know of a work flow in ZB3.1 where you can do a high poly sculpt and do your UV's later? I thought i could import a low poly mesh and use the morph tool, but that didn't seem to work. any suggestions? is this even possible in 3.1?
Here you can find a Procedural Snow ground Texture that I have create with Substance Designer and I made the render with Marmoset toolbag. This texture is available on my Gumroad : https://gum.co/FFsvb The challenge was to create a texture with many tweakable options. I only show 3 principal variations with pictures so to…
RED REAPER 1. 30 Years Old 2. Caucasian 3. Long Red Hair 4. Seductive clothes/costume 5. C Cup 6. Stomach side huge scar 7. Blue/green eyes. 8. Fierce Expression 9. Seductive Attitude/Expression/pose 10. Small scars all over 11. Athletic body type 12. Chang Gun Staff Few hours in class modeling and then waiting for the…
Here you can find a Procedural Snow ground Texture that I have create with Substance Designer and I made the render with Marmoset toolbag. This texture is available on my Gumroad : https://gum.co/FFsvb The challenge was to create a texture with many tweakable options. I only show 3 principal variations with pictures so to…