Fundamentally this is the same problem you have when texturing a landscape - you have a relatively low mask density and you need a very high perceived density of information. The same bag of tricks you can find in the billion youtube videos on the subject (ie. noise + height blending between tileables) are applicable and…
Good stuff.Loads of detail. Bit much though. Modelling is pretty good. There is so much stuff and there is little composition. The image is a bit of a mess and needs some planning. Looks like you threw everything into the details and didn't think much about what you wanted to convey. There is no description on what you are…
Alright, I did solve it and it was on the surface except only one thing. You have to enable Modeling tools Mode inside your Plugins window, then you go to XForm and Edit Pivot, set it, apply, done. Hope I could help
What do you mean with it is for production? Just from the little context i see, i assume you mix up the terms lowpoly and basemesh? So you wanna unwrap the basemesh, but preview that unwrap subdivided. Dependent on your smoothing algo, yes UVs might change between basemesh and subdivided mesh, in some cases drastically.…
idk if this is fixed in newer max fbx exporter "codes", using an older one and this is the fix for the scale issues i get when importing fbx into marmo4.I have to export from max auto 1.0 scale fbx, then go to blender 4+ and put these settings below, you can not see the trans form: scale size but it is, Blender FBX export…
You may have to elaborate this to get a more suited answer. Because six textures with six different UV maps (UDIM or not) with the same resolution.. of course will give you a higher pixel density.. or using one six times bigger image in the first place (?).
i like to do a quick rig and put them in the same pose and then check it that way. It can be difficult to gauge if its in a different pose. Just glancing your proportions look fine to me. I'd caution to avoid getting out a millimeter measuring tool, but rather zoom out and make sure you are getting the artistic character…
Hey Alexandr. I am trying to recreate your workflow in blender because I do prefer baking my lightmaps manually and I am used with blender. May I ask you how do you bake your basis and how do you combine them in the dot product (I guess this is the node that needs to be used at the end of the chain?) I tried to add the…