If you model your grass as solid shapes, you can use ProBooleans to progressively cut downwards into the grass, rendering as many frames as you like. That way each blade of grass (or strand of hair) is capped off at the cut point. You can also put a second ProBoolean mesh a certain distance below the first one, so you get…
I'm playing around with creating custom brush alphas and textures for zbrush sculpting. I've made a pair of textures for a brush...a heightmap/alpha and a diffuse texture. I can assign them to a brush and sculpt/polypaint using drag rectangle strokes, but there is a funky issue. The alpha is applied to the brush texture,…
Hi All, I'm working on a model (below), and am wondering how I should incorporate booleans into my detailing workflow. I got the major shapes I want on my model and want to add some boolean details on most parts. I normally create a concept, then extract the parts I need and rebuild using zspheres before creasing to create…
Hey Guys, So basically I am looking for a way to paint vertex colours in Maya with the brush set to something similar to multiply. Reason I need/want this is because I baked AO to vertex colours, but I want to colourize the AO a bit, add a bit of colour variation and what not. In the brush settings you can choose to add…
I am trying to figure out if I can use softmods as part of animation process. For instance, to create a persons stomach moving in and out breathing, without adding extra bones. It seems like softmod is nice because i can add and subtract independent of the rig and weight painting, right? I can't figure out how to export in…
Hey everyone. I've been following the "Ultimate career guide for 3d artists" by Marc Brunet, and have hit a bit a block. I'm at the part where he's adding a base red color on the face and then adds a black mask to add/subtract the red from the albedo. Before he adds the black mask, he changes the blend to overlay which all…
Hey Polycount! Sorry if my first post in a long while is a question but Maya has driven me into a corner! I'm in need of a blendshape driven vertex colour system that will colour my polygon's vertex colours as they are displaced from their original position. What I'm thinking of at the moment is calling the current vertex…
How well does substance Painter scale with the GFX hardware? How much polygons and 4K textures could Substance painter push with the upcoming Pascal Titan/TI graphics cards and still be responsive? Say these new graphics cards are 30-40% faster than the 1080GTX and have 16GB memory? I also need to say I am working in 4K so…
Alright, jumpg staight into the low poly. I'll save the high poly for later I suppose after the 15th. Not a lot done past couple of days due to a bad flu case. That subtracts a couple full powered days from my schedule. Marmoset is freaking out at the moment for some reason, so I'm gonna hand ya'll the quick and dirty from…
If it is indeed the same problem as mine, then Vailias method works best. It's much easier to control in the long run on a complex shader. The other cheap way to do is to add all your nodes which are going into your Vector Transform nodes by a empty Reflection node (subtract the Reflection node by itself and add/multi it…