Repetitive, boring tasks that seem to have no other purpose than to artificially enlarge the content. Even though they are mostly optional, they distract and you don't know it's such a kind of task before you actually started it, even worse when they have different stages e.g. first find 5 XYZ and afterwards you have to…
This is my first time ever testing out Maya Muscle and I have reached a point where I want to weight paint. I have selected the muscle, then geometry and clicked 'Connect selected Muscle Objects' but all I get is an error message stating: "You must select at least one muscleSystem". I am confused because I selected the…
I'm moving from the 3D printing space to the games industry and have no problem baking the high to low, but I'm having a hard time finding out what "current gen" polycounts actually are. I know it varies between games and objects, etc. but if anyone who knows could attempt to answer it to the best of their ability, I would…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
Thanks. Well, it sounds to me like "fuck around and find out" kind of problem lol. If I'm mucking around with shaders, but don't understand the math that I'm actually implementing, then I can get all sorts of wonky visual behavior. The problem here is probably something goofy in your node chain.
Hello, I have my model (sculpt in zbrush) And have question how to do it. My goal is to learn how texturing is done in production pipeline. Here is my last work that was created based on ref image http://i.imgur.com/iU3jEiE.jpg Used keyshot Mesh had no maps or uv-s or anything. I just sculped in zbrush and ecported as obj…
So far I find it best for doing various edge masks just on top of a final normal map . Tried to make it work in Painter but as always it's weird and never same , works only on square textures i.e a dead end. Want to recreate it for Blender shader editor. I see it sort of shift iteratively in x and y positive and negative…
If I may correct you, HQ is not tied to resolution. This is HQ low-res texture work. You meant hi-res and that's fine, being used to it and not finding this kind of graphics that appealing. As with everything, some will like it, some won't. Most do, which is nice. The game uses a 1:1 texture-to-unit ratio and…
Hello, This kind of question cannot be replied in generic terms, as there are many more factors involved than one may candidly assume. - First off for the case of the above screenshot, your best bet is to research whatever game this is from specifically : check if there is some sort of debug mode available to inspect the…