I made my own custom brushes that I'm using for some time now to quickly sculpt in Zbrush. Mainly for using the Sculptris Pro feature but also for the default sculpting. I made them now available for free here: https://gumroad.com/l/NTPi Those are mostly more clean and flowy Clay Buildup like brushes and really sharp…
That's really cool, as being able to edit things non-linearly that way is a real superpower. This reminds me a bit of how FAOGen is still useful after all these years. As far as I am concerned I am satisfied with doing UV rearrangement/combining using the default Blender baking tool since it does UV channel transfer very…
So as the title indicates I am having a texture rendering problem. I am working on a scene and I wanted to use a default material, so I applied all the textures I had created to a default material and then applied them to my models. When I did so they appeared extremely white washed and thought that was strange because…
I'm sure exactly what you're trying to do, but there is no feature to match your material or lighting settings to Substance Painter. That said, you could use the Template Scene and Template Material features to set up a default scene and material to cut down on repetitive work. For the default scene: create a new scene…
Agreed. Having it as a mode that is independent of the modifier stack would really help, leave the modifier there if people like working that way but at least realize that there are times when the stack can't be collapsed and people still need to tweak UV's without bloating the stack even more. Unifying the keyboard…
Try these exact steps and you should output a perfect bake from SP: The usual basics of good uvs, triangulated mesh, high-low matching closely. Apply averaged smoothing to your model in Maya(in Max this would be a single smoothing group ) Export .fbx with smoothing checked and tangents/binormals UNCHECKED Import to SP and…
I turn it off and save a blank scene to the 'c:/program files/3dsmax/scenes' folder as "maxstart.max", that way it loads up with Gamma/LUT turned off every time I load max or reset it. On the odd chance I need it turned on, that setting is saved into that particular max file and turns on when that scene loads. They kind of…
Who, me? Well the first question is, why? Do you really care? I am not talking about a fresnel in the sense of rim lighting or what you would normally do with it, but using Schlick's approximation for better specular highlighting on stone. http://filmicgames.com/archives/557 is what I was trying to get at with UDK custom…
The thing is that cutting of the search distance is giving a 'false' result, while what is needed is a different curve on the black and white transistion Here you can see that its a really big difference in quality: (Default, Photoshopped default, cutoff) From my knowledge is my photoshopped version closer to ground truth…
http://www.hippydrome.com/ This would probably be helpful. All kinds of good info burried in those images. Weighting, pivot placement, range of motion, mine it for all its worth. I get the best deformation when joints are placed right down the center of whatever limb/torso with little regard to where actual anatomical…