Frog & Newt – Blender Artist Rev-Share Opportunity Starleap Media, LLC is in Month 1 of our cooperative indie studio Blender campaign, building Frog & Newt—a family-friendly 3D platformer filled with expressive puzzles, modular biomes, and heartfelt storytelling. This is a pre-funding, royalty-based opportunity for Blender…
Many thanks for the pointers @Eric Chadwick Unfortunately, I don't understand what you're asking exactly, so here is the normal map: By 'run a histogram on the original texture', do you mean like so? I must admit, I didn't pay too much mind in what color space the texture itself was being previewed in, as long the shading…
Hi Polycount community! I’ve just finished modeling this detailed RTX 5080 GPU using Blender. It’s perfect for product visualization, gaming, and realistic rendering. * Formats: Blender You can grab it here on my CGTrader store:…
Ossim is a simulation baking tool. It allows you to generate an armature and skinned geometry based on physics simulation to use in game engines and realtime applications such as Unreal Engine 4 or Unity3d or any other realtime application that supports animated armatures.…
I've been trying to follow this tutorial to have a displacement map work on my model that I sculpted in ZBrush- https://www.youtube.com/watch?v=wjAEtZAluGo But for some reason it doesn't work. When I use EXR file the preview in the texture tab remains black and nothing happens. When I put a TIF file for the displacement…
Edit: I sorted this out using older Github commits and learning the power of copy and paste. Very pleased to have these lovely tools at my disposal. I wonder if someone might be able to send me a version of this add-on that will work with Blender 2.91 (v1.4 was perhaps the most recent version that worked with the pre 3.0…
Hello, I've been working on this game-res guitar model for the last month or so and I've noticed that some issues seem to pop up when exporting my texture maps from Substance to Blender. As you can see here, the shading on the model appears fine inside of Substance. The normal map from my high-poly bake seems to be doing…
this is either a colorspace issue - make sure you're outputting raw from painter and importing linear to blender (i don't know what blender calls it) a tangent basis issue - make sure your model has the same tangent data and triangulation for both the bake and the render meshes. if you're using fbx there's a tickybox for…