On the underarm to shoulder flow... it's currently as in red (more of a upper bicep to shoulder) but I'm wondering if it would be much better if modified so it flowed more like the blue path? There seems to be examples of both kinds of flow. I repeat... what a crazy balance of polycount to getting deformation right!?! It's…
just saw it. camera was messy, transformations were too fast, and i didn't feel connected to the bots. I just knew a few names so..... that's it! where were the emotions i was supposed to feel when the bumblebee was hurt etc. etc. oh, and ur willing to cast an indian in a call centre [one phone call and it happens to be an…
Heya peeps, Decided to start a new thread where I can dump my stuff in, hit and quit it as they say for my old one. Anyhow...cheers ============== March-16-2012 Created a specular term with Schlick's Fresnel. Implemented a Lerp which blends between a standard Blinn and Aniso setup. Aniso Tanget is controlled both by the…
the area looks also fine in toolsbag. but it comes in unsmoothed. on export make sure you export it softened and on bake it works for me, just quickly tested in tooldbag 4, ont have 5 installed at the office on zero roughness and with an environment shown, i do see some artifacts, which i would assume all come from the…
Yep, thanks for the pointers, but I'm well aware of Maya's default methods to create curves. However, my initial point was that there doesn't seem to be any way to attach an EP or CP Curve object to the Insert Edge Loop method. It appears that the only way to add a curve is through the Attribute Editor, using the Profile…
Hi everyone, its been a while since I have updated on the progress. Bascially did all the boring parts out (Retopo, uv, bake and hair cards) and now have started to texture the character and testing out the shaders. As a reminder, I am trying to imitate and come close to the Marvel Rivals artstyle and this is my progress…
Tiles . Yes, I use it from time to time. Managed to recreate most of meaningful SD nodes there like Slope blur with its unlimited loops option . I love its "image bombers" . So much easier to use than Substance splatters. And it's free of that terrible SD limitation of redoing everything after changing form factor . You…
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can you say some more about that? is it logged anywhere public? does not-production-ready mean that you face some blocking issues which require changing source code to solve, or extensive workarounds, etc? If so, is it platform specific things?
Hey! I'm a just beginning to try my hand at shader writing for Unity. Prior to this I have had no training in coding or the like so this has been a steep learning curve for me. And surprise! I am already running into issues. I am following this tutorial, which shows how to write a basic lambert shader from scratch.…