Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…
Man, thanks for pointing out, this is a super helpful discovery! In turn, I can add that Maya also has a hidden remeshing mode, which turns any mesh into a uniformly tessellated triangular mesh - kinda like Sculptris Pro in ZBrush. Just select a mesh and execute this python code: <p>import maya.cmds as…
Wanted to drop a quick pipeline piece we did solving a data-bloat problem. We needed a reusable, highly deformed eye rig setup for a stylized project, but relying on geometry caching to bake out the lattice deformations was killing our data foot print. We’ve shared a quick, high-level teaser of the rig over on LinkedIn if…
Job search is just nightmare mode right now and at the moment I wouldn't even bother to try and get into the industry as a beginner / junior because it's going to be absolutely miserable. Regarding AI, I'm starting to see some companies ask for knowledge of AI tools for 3D modelling like Meshy or Rodin, so I guess that's…
@Eric Chadwick Thank you! Im having alot of fun messing with this, especially at this stage where everything is really coming together visually. Also yes that gif is super helpful! Ill mess around with how I can get a similar effect with my post processing next time I work on this!
It's not that I don't want to do anything with math at all. Imo old Max plugin just had a nicer balance. After all I don't want to code all those modern physical shaders with energy conservation etc on my own. I just want to make some specific layers blending , Z depth combine and texture animation and show it HLSL…
Good news everyone! We’re about to run a closed test of the platform we discussed here aimed at solo developers and small teams. Right now I’m inviting 4-5 devs to try it in test mode You’re building games solo or in a small team and enjoy experimenting you are welcome to try it among the first ones. If this sounds…
Thank you! @sacboi Really glad the nose design reads that way. :) The aggressive split-prong silhouette was one of the main things that drew me to this direction. I’ll try to keep that as a strong feature while making sure the mechanical parts still feel functional and believable. A brief blockout update: I’m currently…
Material mode only allows you to plug outputs in coresponding outputs. Most nodes don't have a specific usage attached tot them, so it's not an issue, but the AO node has an AO usage to it, so it will only plug itself in an AO input or output node. On the bright side, that allows you to right-click drag and drop the node…