Lightroom? Should be able to color pick off your first shot with color chart reference, and then copy paste the WB to the rest of the images in set very easily in LR. I think you can do it in ACR too but its much more of a pain. Like savings custom profiles or something?
When I adjusted to the 1.0 chart, my colors looked horrible, everything was way too washed out. But how did you adjust your grays MoP? I was using Nvidia's gamma control slider, since my monitor brightness/contrast controls were used for the black point.
I remember seeing a periodic table looking chart for dDo a while back. It basically had a bunch of color swatches that had numeric values listed by them; dDo would then use those color valuse to determine the material. I can't seem to find it on the web; does anybody have a link? Or could you attach it to this thread?
in the original luxinia commandline tool doing os to tangent conversion, I had simply checked the average dotproducts of an uvchart (triangle normal vs texture normals). That way even if they overlap in UVs, you actually now which "side" is stored in the texture (as it's unlikely that a UV-chart itself is inconsistent…
I went through all of my files out of curiosity and charted my progress on the face, it's kind of amazing to look at that first head a little over a month ago and where I ended up at. It was really frustrating at times but seeing this makes me excited to see where I'll be at even a month from now.
watch your edge widths, in several spots they are getting too thin for baking. try zooming out to see when they alias. you should be able to zoom out quite a ways with the edges still staying smooth. otherwise, the model's shapes are all looking nice and accurate. keep going! posting this chart again:
Here, I've prepared a little illustration for what colors to use for what direction of anisotropy. This chart should cover it. The best way to think about it is to treat the red and green independently. That is, think of them as horizontal and vertical dimensions of the direction vector rather than trying to think in terms…
You can use standard proportion chart like from Richer for example If you like to keep exactly place of joints then you dont really have much room to work with , if you want different body type retargeting will give you all the animation back in UE if it works I would add a few ball as guides where joints are and work the…
Hi Please help, im a bit new to this. I've been looking a marmoset toolbag. Is a Reflectivity map the same a Metalness Map, they are listed as the same tab. I've been looking at there "material values chart" and Reflectivity values dont seem to range from white to black like they would when creating Metalness Maps
Honestly that CGrats tutorial is your best bet. It shouldn't take you more than 30 min to do that tutorial, and it can easily be translated to any model you want to show off. Ambient Occlusion will make any high poly model look good, and that tutorial shows you exactly how to do it.