polygroups really help with sculpting eyelids, they give a lot of fine-tuned control over tiny areas of geometry by selecting and masking loops and using the move brush. I think I must have spent 2 months just trying to get eyes looking right. Another thing that really pushed faces to the next level was remembering I was…
For that task I like to use this cool plugin for Zbrush; https://drive.google.com/file/d/0BySLGqU4RMaWYjRrcFNZc29vWFU/view * original link here; http://www.zbrushcentral.com/showthread.php?188035-BA-Thesis-ZScript-Creating-Masks-for-dDo-Quixel-Suite-and-Compositing&p=1151471#post1151471
Both, they are equally important. It won't require major rework as you already have a solid base. Key thing to do is clarify start/middle/end of all the important phases of the entire action. Take Brian's rule 1 to heart and key all your controllers for each key pose on the same frame. This will keep the blocking and early…
that link won't help you anyway - the thing getting fixed was superceded by other engine changes. from memory I don't think you can set the priority/order on a per material basis so you're gonna want to split this into separate meshes or modify your decal sheet. I'm not sure which option is best for your use case - pick…
Does anyone know how to setup a marking menu so that it can be triggered from inside a panel other than the main panel? For example the hypergraph, hypershade etc. At one time I remember finding some a snippet of code to add that would allow this to happen, but I can not seem to find any reference to it in my searches now.
Ok lets say a flat plane ... I mask a shape with the brush ... I invert the mask and extrude with deform inflate like by 2 ... then I remove the masking my problem is that now to polypaint over the top most part of the extruded parts I woudl like to be able to have again that mask but I do not have so how can I mask again…
Hello friends. I was working on a dog/wolf sculpt in mudbox and went to use the pose tools to scale parts of the geometry before sculpting on them again, and wound up with "stretch marks like this on various parts of the sculpt where it was deformed. I've tried all of the sculpt tools and tried going up and down sub-d…
I've been trying to refresh my UE knowledge with regard to landscapes / materials. What I want from my material is this.. Several material functions that define my various surfaces Painted layer masks modulated by procedural masks (eg. mask by slope etc) This appears to be doable but something seems decidedly janky about…
Yep, hardly anyone bothers to re-sync an entire game from its native language, if they do you normally you'll get low level stuff that's easy to farm out, but despite what Blenderhead thinks, facial expressions and lip sync aren't all that easy to do especially a few times over for different langs. Unless hes talking about…
a concept I did a couple of days ago of somekind of sci-fi mask. a bit of mass effect, a bit of quake, a bit of everything main stream sci-fi actually! :) I made it mainly this way because it looked like a lot of fun to model hehe.