Typically, yes, but your skin scenario I used is a good example of where it could be used for a character. It all comes down to the pipeline, and how that is being optimised. Complex materials with lots of texture sample nodes are expensive/slow to compile and cost texture memory. I'm not a tech artist or programmer…
this is happening every time , It just breaks when I am working so I do not want to redo all things again , also becaus eI loose the positioning of the curve of the IMM brush in curve mode , so I woul dhave to everytime delete the done rings and start over ... so what's this bug coming from ? I didn't had a few days ago…
Well. Warcraft and Minecraft are both multiplayer, vast 3D worlds set in fantasy. Also Minecraft will be adding adventure mode with bosses. Elder Scroll games are single player, vast 3D world set in fantasy. While Scrolls is a fantasy trading card game. Obviously Bethesda's lawyers are bored or maybe they need to show that…
Hi Everyone! Its been awhile
since my last update! I've been experimenting with some rigging
techniques to see if the head will move how I would like it to when I
come to pose the mesh. I did a quick animation test to show how the
head blades will pop out when the character is in battle mode, hope
you like it! Have a great…
Mesh looks good, nice job. Did you do the biped tuts that come with Max? For the forearm, check out the tut Twisty Bones. For mirroring skin weights, check the tut Applying Skin to the Alien. I don't work with Biped much, but I thought Figure mode had an overall scale control. Probably a better way to do that though,…
I can´t help you with the background thing. The washing out of the colors comes from the fact that mental ray and the skylight system work in a different gamma space then everything else. You have to connect a Gamma correct node in front of your file textures (At approx. 0.45). With that, the washing out of the colors does…
I was wondering how I can make these textures look more realistic. I’m not done painting this but figured I’d come on here and
get some advice. I am in Substance painter right now using a neutral lighting
set up… I eventually plan on bringing this in Unreal and giving it a warm sun lit lighting
through the window.
Ok so i'm trying to make a living with my craft like everyone else and I've decided that niches are the way to go. The niche i have leverage on is just the automotive field in general. By this i mean, i know the types of cars that are sought after, i know about badge engineering/ the chassis engine codes/ What company owns…
General feedback. No UV/ textures were applied to anything it's just in program polypaint and BPR rendering. I don't need feedback on rendering, just sculpting. Points of interest.. I didn't need to apply texturing it is just a reference a comic book character. I didn't need to go into insane detail mode. Yes I am capable…
That, or the other type of decals: those on a secondary uv channel, blending in another texture/material. So essentially what Eric said, with the main difference being: vertex-blending usually comes with a noise to deform the blending mask (to combat the obvious vertex gradients and add a bit natural more detail).