Hey everyone! I'm working on a project that requires me to rig a character for pretty much the first time. So this may or may not be a beginner/noob question :s . I'm currently at the end of the skinning phase of things and am running into a few problems. My main issue right now is fixing some unsightly folding of typology…
Hello, I'm working on learning to create modular environments using the tiling technique and picked up "Advanced Tiling Techniques for Environmental Design" by Alex Senechal. This tutorial is good but it doesn't go into details in a few areas that I need help with. I understand the general concept that I bake out several…
All thanks so much. The ND team is insane I am a new guy here, It has been one hell of experience I pretty much came into the moment to help out so that was my main mission come in and help as much as possible. The team is really proud and have and are taking a well deserved vacation Thanks all for the comments. Eric…
List of changes: - Created tilling roof, grass and dirt textures - Unwrapped the ground mesh seamlessly by using multiple UV channels blending them via vertex colour Screenshots: Description of the progress: Ground mesh: Getting seamless results was quite easy with this type of a mesh. I have started by unwrapping its 3rd…
Yep you need to be careful and allow enough room for proper edge padding, like frankie pointed out padding plays a huge roll in mip maps. You can help mitigate edge bleeding by grouping things that are similar in color in the same area of the texture sheet. So if it does bleed it will bleed something similar. You can also…
Hey, I've spent almost a week trying to solve it, but I am running out of options, and I have to ask the community for help. I first encountered the issue while exporting my character with animated corrective blend shapes. The animation works fine, but as you can see on the screenshot the shading is completely broken. I've…
I was too quick saying that they fixed that custom masks height blend issue . They told me so from Adobe support but I had no chance to actually test it. And now I did. They haven't fixed anything at all. In fact it's quite obvious from your screens too if look closely . You just used blur in the dirt/snow edges the way…
I've been thinking about interesting things I can do with this ground texture to tick boxxes for class and I want to post some ideas for crits. My plan is to create an asphalt material with vertex blending properties that could blend* cracks and wear * dirt and detritus * height variations depending on what I need. With…
I'm hitting a bit of a problem with my Unity implementation. Specifically, Unity folks decided to use four channels in their second deferred render target: they store specular color in RGB and smoothness in A. As far as I understand, no GPUs support blending of float4s with a custom float as a factor - only one, zero, or…
Yes you can add blendshape after you rig, isnt that the usual way? blend shape will go well along together with joint deformation. is it possible to just create blend shape for specific part of the body without the need to duplicated the whole mesh? Yes, let me paste from my blog: Usually we duplicate the entire body mesh…