Thanks for letting us know :) I honestly don't understand why users edit their threads like this. How does this help anyone else in the future who might be having a similar problem to you? For the sake of all posterity, let everyone know how you solved your problem? /rant
This sounds like great advice, however I'd need a start as to how to fix such things. I've never placed in code before. Another question is how such things happen and what can be done to prevent them. I want to learn the issue so I can fix/prevent it in the future. Thanks
There's never been anything wrong with creating studies of anatomy containing full nudity and displaying it on polycount regardless of whether or not it's visible in the end. It's how you learn proper forms + adds to an artist's library of base models to work with on future projects. The head definitely looks better scale…
@sidx30 Thanks for the feedback! Yup I'm definitely looking into vertex painting. It's one of the things on my ever-growing agenda. I didn't build it into the master material used in the scene above, and would definitely find time to work it in asap. Would love to see your first thread in the near future! :)
I'm interested in checking out the update since I've been using xnormal forever. I did recently utilize Substance Painter for some quick bakes and was pretty impressed so I may stick with it in the future, especially after reading other peoples comments about it's awesomeness/ease of use.
Ah thank you, Will post there for future reference. I set the rendering mode to transparency but the alpha started playing up. It would either have no transparency or it would apply the transparency to the eye model itself. Ended up removing the outer sphere and upping the reflectivity of the eye model itself. Thanks for…
I don't have any work experience, so I'm told to list all the skills I have that is related to getting a job in the industry. I will want to of course, include actual or future art pieces that pertain to the above. The gist is we're suppose to make a resume that can actually be looked at by HR.
In addition to what McGreed said, it looks like you need to invert the green channel of your wall's normal map. With future xNormal bakes you can change the normal map "Y" swizzle coordinate setting to "Y-" to save yourself the trouble of having to manually invert the green channel in Photoshop.
Not sure I follow. The reseller I listed confirmed you could purchase the $250 student suite, and then upgrade to the commercial version of just Maya for $1300. True, you can't purchase just the Maya student version for $50 or so, but an extra $200 is a small price to pay for a discounted future upgrade.
Hello @Mallaria thank you for commenting! it helps I am not so sure which one looks better, but I will try not to use soft edges much, I agree she looks messy now (think maybe it is because of the settings of brush opacity and flow?) will make some updates in the future!