Hm the problem now is that the Corner Vertices from Bone1 which is not set as cloth, falling down with the vertices from bone 2. why? Value is on 1, and i have selected all vertices and added to joint 1
Did some more work on the hair shader. I cant seem to find a value for the offset h, so I am currently using a random offset, which is the cause of the noise in the specular lobes. Some gifs of the parameters: BetaM - Longitudinal roughness from 0-1 BetaN - Azimuthal roughness from 0-1 Shift: shifts R, TT ,TRT along hair…
Is there an easy way to do this? My default game view is first person, yet I'd like to switch it to a freefly cam to see from other angles. Also is there a quick and easy way to have 1 to 1 collision for your meshes for the purposes of a block out?
Height in Painter is signed so has values ranging from -1 to 1 In designer the range is 0 to 1 That's why they look different. The intensity of the height is something you can tweak as advised above Also If you output a normal channel from your material that will combine with the height and can cause it to double up.
I'm seeing on your low poly model, the normal of the blade tip from your UV picture. The only portion that was in the 0 to 1 space. Basically, shrink the UV islands all down into the space from 0 to 1
not original poster but if anyone wants A.F. Fix here are a couple links: 1 https://www.artstation.com/artwork/EaYXze 2 / 3 / 4 Person doing this is probably long gone from the project but looked like some good referencing, perhaps they did get far with it but just gave up? ask'm? https://www.artstation.com/artwork/8mbQq
I want to know that, because I am searching multiple sites and basically 0. So I bother to do them from photos and them seamless tile them, but still,... I don't want to do them in 1 software with tons of procedurals. I want it to be portable textures.