Hey ! You've finished it ! At least it's something. Posing is not as hard as animating but it's already something not as easy as it may seem and stiffness is not such an easy task to get rid of. The more you'll want to make your character/scene alive, the more complicated it will be to do, ligth, camera position,…
Tried the cloth approach. A bit cumbersome, especially since the panels have to be moved into position at least roughly (used the geosphere method as a template) in order to make sense of things and reverse seams were necessary, but you can't switch back to the flat version interactively. I tried to preserve it with a…
That makes a lot of sense, I didn't think about that. I'll do some research and edit the cracks later for sure. I did add the crack on the eyeball on purpose, but might change the placement of it a bit later depending on how it looks when I add the other elements in the scene.
Is that on the UV seam? Are you loading the tangent space with the incoming model, or recomputing it? https://helpx.adobe.com/substance-3d-bake/features/tangent-space.html
Modelling software: Blender Rendering software: Unreal Use case: Real-time render modelling portfolio I'm trying to figure out the best way to get good normals on a backpack object, with its various thin looping straps. My high poly modelling uses straps with thickness, and I presumed that they ought to be made into planes…
"I need this model render ready. Is there way to fix this while exporting out from the cad software?" If you are able to get exports in a format that supports explicit vertex normals, e.g. fbx if the CAD software or converter can write the normals correctly, there's a chance minor inconsistencies like that won't show up in…
I'm a 3D, hard-surface, modeler that knows Maya and Blender. I'm a Texture Artist that is proficient in Substance Painter. I understand UV mapping layout, I have a solid understanding of the PBR workflow process, and I work to improve my ability to attain a highly realistic shader quality. I'm very versatile and willing to…
Hi guys! I've been stuck on this stage for so long, I have my retopo blouse with UV, I added thickness in maya (I have subdiv 3, added thickness with Local Translate Z in my case 0.003 and divisions 8) I splitted front and inner side with "Create UV shell" (image 2) , added it in Zbrush and click Reconstruct Subdiv then it…
I have parameters in Substance Designer. I import the sbar into a blank scene in the most generic way imaginable. the parameter's don't show up. The texture output is set to 4K but only imports into unreal at 1K Why? Unreal version: 5.4.2 Substance Designer version: 14-8074