dakiaiu: 3Dcoat has a bad default renderer. Emphasis on default since things like that can be fixed. Unless you're willing to go dumpster diving for that information, it's going to more or less look like that. There are lighting and visual adjustments you can make in the upper right corner of the viewport underneath the…
Diffuse - This is your overall color. Use this with the diffuse amount variable to determine how much of your diffuse shader sits on top of your SSS contribution. Overall - This map is determines where the SSS contribution will show. Where the map is white, like the skin of the cheek, you have full SSS. Where the map is…
No worries, Neil. I find that critiquing keeps me sharp, so I'm happy to do it! It might be helpful to do a screen of the scene with the lights in it (not in game-mode) so I can see what you're using. BUT, just making a guess, you have a light over by the monitors that is having a pretty big influence on the scene. Couple…
I'm trying to get my head around this stuff as I type, pretty much, so I hope this doesn't come out as a sprawling mess! Im at a similar stage to you but I have managed to get a little further. The main problem for me is that the Crysis Wars editor is different from the main Crysis one. I only found a small mention of this…
For skin tight stuff you'd be better off just making a new layer and sculpting up the fabric from the original torso mesh - or, if you want to keep polygon counts more manageable (especially with a fully limbed base body), mask off the appropriate area on the torso mesh for the skin tight fabric and do a mesh extraction.…
Ponte Ryuurui as an example, is big on generating appropriately variable radius bevels for most of his hard edged objects, especially his course content models made with HardOps - I mean your picatinny rail looks so sharp I'll be able to shave my beard, with it. ...if this is an improvement thread based on hard surface…
Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…
just default settings for the bind and closest distance should do the trick. it is likely that the bind achieves what you want, but if it does not, then you'll use the skin weight tools to fix things up.
Hi there Mike - this is something that MeshMachine does, using a mesh without the details as a source for the smooth surface data : https://www.youtube.com/watch?v=b7-IDIqjF1k So perhaps this could be done using a small portion of the car without the tertiary detail. As a a matter of fact and as mentioned in the intro of…
Don't forget that beyond web tutorials there are also several (at least two?) of those Vertex e-books from a few years ago. I recall those being full of little niche-tutorial gems. Its terrible that forums are going out of fashion and are being replaced by reddit and perhaps Facebook and Twitter feeds. That stuff is so…