I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
good point Neox, some of the larger shapes were softened when I projected the human basemesh details onto the vampire mesh, I've been meaning to go back and accentuate some parts, and reduce some noise
Hi guys, may I have some help with the ice part of my wolf shield? I'm currently at high-poly stage and doing the major details. I'm going to fix the clashing of polygons later between shield and ice, but for now, the major shapes of the left half of the ice looks messy to me and too detailed (like when I zoom out), like…
Ha.. i meant my thread suggestion in "the other forum" more to learn from some subdiv tips here.. :wink: ..or you follow my other tip about boolean out (?) the "cockpit" with some simple geo.. here is the result of that suggestion.. ..also since you already "booleaned" some hexagon holes into the "wheels"..
Like this for example: The only way I can see to make something like this is manually by making a lot of boxes and filling each one. There has to be a quicker way, right? There are some palette generators online but they only produce a handful at a time and seem geared towards home decor. I'd like to be able to designate a…
I am not sure, but that what i have when i am open a maps i baked: Some maps i bake with Xnormals, some of them in Knald, some of them In MightyBake. And all of them has the same problem.
Hi, everytime I import my fbx model into Marmoset some of the parts aren't showing up. In Blender everything looks fine and when I imported the same model into substance painter everything showed up fine and I was able to texture everything without issue. Does anyone know what the problem might be?