Thanks poopipe for your opinion. Math is not a rub. It's a lack of immediate feedback . For example doing a formula for FX map I constantly have to copy paste into some value processor elsewhere just to see what is really coming through . SD in general is a non stop puzzle generator IMO. For example In Blender geometry…
Your link doesn't work. Most anime style heads do not have much detail on them, just light indications of anatomy, and rely on painted on details, simpler shapes of features, space between facial features, and accessories to define character. What you're doing here is trying to map realistic anatomy onto anime heads and…
I feel your pain. Painter is a non-stop puzzles maker . In my experience it's some baked random poly-group id colors or mismatching AO that is included in your masking or gazillion other reasons you may waste a day trying to figure out. It's exactly why I prefer Substance Designer even for 3d objects texturing. At least…
NVM the above message. I finally found it under the main menu in the Windows dropdown menu. "Node Editor". It looks to be connected.. I'll just go ahead and toss on a render or two of what I'm workin on. In the above screenshot, I'd attempted to fix the bald strip on his chin by adding an extra strip of fur underneath it…
"I joined a forum because there is NOTHING about this online." Does seem as if you've deep dived the interwebs for info and possibly landed on overclock.net as well? It's been ages but from what I can recall that community was probably or more than likely still populated with power users, if nothing else in my opinion…
OSL is a shading language, while Shader FX is a node based shader editor. AFAIK there isn’t a node based editor for OSL. Shader FX can save out a couple different shader languages I think, check the help. The shaders you create with it are only for real-time rendering, they won’t work if you hit the Render button. OSL…
Hello guys Im faced a pretty wierd performance issue in Blender (from 2.82 to 2.9) in one specific case: selection of vertex, edges or polygons in object with vertex groups are extrimely slow. For making a test and comparison me and my friend create a default cube, subdivide it few times to 786k polygons and select 15-30k…
Hi everyone, I am modeling a fuselage of a small civilian propeller plane and I'm having difficulties dealing with cutting out the windows. I'm modeling as much as I can using subdivisions (Hpyernurbs as its called in my app). I'm also attempting to keep everything in quads, which has been recommended as the ideal way to…
not sure if instant ubb code works..but...ah well. i dunno what to call him yet. I drew it in English while the Teacher Read A Christmas Carol. i later painted over it on my computer. Then i decided to nodel it.
By scale I mean for example making smaller bricks or a bit squeezed/stretched ones for clamped brick wall material. So yes scale in UV space. in all involved patterns and noises in sync. Otherwise you mess the nature of details. It looks totally different , never same realistic if you scale just X Y in brick input pattern…