A few thoughts come into my mind on how you could achieve something similar:* If the design is repeated at all, you can UV the section of jacket and then use the surface noise with an alpha for a tiled result. I don't think it's done here as It seems more hand crafted but it's an option * It's very possible the embroidery…
Hi! Best give describe your specific goal for pointers. Based on the wording in the initial post, I assumed you were looking to do this effect in Maya. In what software do you want to implement this ultimately then/ where are you exporting to?
You are so good at making hair! Thank you for sharing so many resources on this, it can be really hard to find details on how people make good hair, at least from my experience
Hi there! My name is the Creator, I am the project lead at SweetNSoftech for our project PounceAI and we are looking for a team of designers to dedicate their time to creating designs for our project. To be clear any work you create will not be used in ANY AI Data Training. Our GAI System does NOT and will NOT EVER use…
Its basically just a checker texture , which you apply to the model to check for distortion. since the squares are all pretty even and the distortion is minimal , then its okThere are different kind of uv patterns you can get, some have numbers as well
you finished making the asset/character in maya/blender/3Ds etc then what? how do you handle hand-off? where do you do review/feedback with production/dev/marketing teams? is this even an issue?
first thing (color space): dont fanny around with color space in designer unless you know exactly what space the textures you are importing are stored. marmoset will (should) poop out normals, occlusion and height in linear space which means that if you leave designer at it's color managed defaults and export raw it won't…
- The first thing to check is the direction of the ray being cast (literally : along the normal of the face). Perhaps this tiny triangle is ever so slightly bent. - Now besides that, the way you've built the lowpoly for this watch asset doesn't make much sense. You have these minuscule dense bevels on the areas where the…
Hi everyone! I would need your help with some issues in SD. Or is it normal? You can see in the picture, What I think is an issue, maybe it isn't. Could you give your opinion, and if not normal, do you have an idea how to fix it? Thank you!
I meant that AO is usually done as a separate texture or texture channel. Because you shouldn't see any AO on pixels illuminated by direct sun light for example , only in shades . So it's not included into base color texture usually. Cycles , same as any ray tracer in general doesn't need AO because same effect occurs by…