Something like above. It seems I would need 3 things: - unwrap the model specifically to create a directional roving appearance, plus some random white fluffy noise. - add hair card (aka fins) on model surface then use shader to render small hairy bits at grazing angle. - use a better shading model than default lit.…
Just bumped into this thread since it was at the top of the subforum. Wow, that sounds like a pretty big issue for doing characters indeed. So you can't for example paint your body in the default stance and then do another pass on a posed version to compensate for stretching at the joints without triggering reprojection on…
This is a quad mesh made out of triangles. Marching cubes is just the name of the algo. Its a very common way to poligonize anything that isn't triangles by default. The problem here is that you loose a lot of details and it can't recognize separate parts either. So a lot of work is needed to make an actually usable mesh…
My studio has it as an explicit expectation; if you're working from home (which is pretty much everyone right now) you need to have a place to work that's out of view of anyone besides your immediate family. If that's not possible due to your living arrangements, meet with management to work out a plan (I don't know anyone…
@EarthQuake Interesting, good to know. I noticed that running it again for the second time it resets TDR back to its default since it reminded me of that before I ran it for the first time. So, I'll probably revert it for regular use when I'm not baking or texturing, which are usually GPU heavy tasks. For example when…
I know you're trying to learn skinning, so adding a plugin at this stage might make things even more complicated. However, I highly recommend ngSkinTools as a helper to Maya's native skinning. https://www.ngskintools.com/ There's a free version for non-commercial use. It handles certain things like mirroring, smoothing and…
Is the jacket something your character can take on and off? If so how do you plan to handle that? If you're going to combine the meshes or start deleting faces you'll want to be sure to delete non-deformer history before exporting. Actually, on second thought... it's better to copy your meshes, make your mesh edits, delete…
True, it can be hard to get traction sometimes. It's a good start but I'd almost go for a clean white diffuse and some simple lighting (Mirrors Edge comes to mind) if you're only working on the details at the moment. Making it all brown and a single omni/default light takes away from the work you've done. You can achieve…
Thank you for your response, I acutally manage to figure these out. I have been searching the web like a maniac. Indeed the Unity settings has little to do with the format the textures are exported. The "truecolor" default option actually does the job, assuming the targeted platform is PC at the very least. The only detail…
there is a script you have to pay for called Edge-Chex, it has it's moments and can be useful but the demo is gimped to encourage you to pay for it, which is precisely what a bad demo will encourage you not to do. try it out, maybe it works for what you need. there's also a script in meshtools (search scriptspot for…