that works but exporting with an animation is slightly slower. you can just duplicate the model, delete history, and use that to make the clothes on top of. also you can speed up the marvelous designer part a lot by blockign out the clothes in dcc first. The UV's become the pattern. It works pretty good and saves the…
You seem to be missing support loops outside of your bevels in order to control their softness. Without these, the large, flat areas will look kinda blobby: On flat surfaces, you can terminate support edges early instead of running them all across the model. This can cause pinching depending on how close surrounding…
An example. This method will just making getting the shape much faster and easier. Also no need to retopo or anything at the end. You simply build your optimized game mesh from the start. This isn't the most efficient workflow for next-gen characters, but for simpler things a lot of times this is my go-to workflow. A cube:…
I did see very nice results people do with Substance Designer but Imo it's a huge time waste. You would spend days if not weeks for something looking truly realistic and even after that if would be instantly noticeable it's not a real thing especially being put next to texture done with photogrammetry. You coud make…
In my opinion the ecorche study isnt really benefiting you the way some other studies might. ecorches are great for understanding muscle deformation and developing very deep understanding but what youre losing is the artistic approach to structure and form. Like i said previously at this stage you are in serious danger of…
Hello @MetinSeven Glad to hear you're enjoying Toolbag! :) 1. Toolbag currently does not support toggling of subdivided/smooth mesh geometry between a faceted, averaged or otherwise state. If you have content you want in this condition then you would have to do that in your 3D program and export appropriately with FBX to…
Thanks for the response Seehr. My current hang up is I'm not exactly sure how to go about laying out my UVS. My personal limit for this is 2 x 2048 maps for his armor and cloth. So I'm just curious if I can just go ahead and layout the UVs as I normally would (for example armor and weapons on one map, soft surfaces on…
New lens, the optical characteristics of this really aren't impressive at all, but the size is! I ripped out a Rikenon 40mm 2.8 lens from a 126 film format compact/rangefinder thing. I wanted to see how small of a lens I could "build". I removed it from the camera, ripped out the internal shutter and aperture(as there was…
two sessions worth of stuff here I checked out the a new studio yesterday (gotta mix it up) called the Purple Thistle Centre. They have free weekly life drawing! The setup wasn't as pro as Basic Inquiry (they , but the atmosphere was really creative. I need a bike though, it's way further from my place than BI Had a pretty…
For the "extrusion" of the stuff on the panels I just make sure the normal map edge angle in the flat texture will be sufficient for a 90 degree or 45 degree angle and I put the sides on a separate shell, usually you can get away with just placing all the sides overlapped, only important thing is that the color matches the…