Can anyone explain what the best way to understand weight painting a blender rig is? I am trying to rig a pony to obviously work smoothly and move in a caricature way for a pony. But, I am having a hard time figuring out exactly what it is that I need to get the mesh to move like it should. There is always something…
Great question! I did some experiments and here is what I have found. Sorry if it will be confusing, I'm still working on my ability to explain such things. :p The averaged projection mesh ray distribution is not the same (at least in Substance Painter) when you use all-soft lowpoly and lowpoly with hard edges. I get…
Hey, nice start. You're on the right path with your terrain textures, and making tiling textures. Once thing it seems like you maybe aren't getting, though, is blending terrain textures together. If you know how to use masks in photoshop then you've already got the basics. Blending two terrain textures is done by using a…
Short answer: Because its not simple to do, which makes it difficult to do fast. Long answer: In order to keep rendering times low as little of a scene as possible must be drawn each frame. So objects and polygons need to be culled, one part of this is depth from camera. Objects which are behind other objects are flagged…
Hi! Looking at the screenshot, I see that in the toolbar the tool is currently set to "Subtract" and you have "vertex selection masking" enabled. So currently you would only be able subtract weight from the vertices that are selected in edit mode.
Latest Update: In an attempt to create a snowy scene for the first time this is what i've done. i'm trying to re-create the samurai scene from suckerpunch (film). So far i have all of the large blocked out pieces but no details yet. The main thing that i've done with this piece so far is the vertex shading. I've made use…
What is your photo reference and/or concept? In other words, what visual result are you aiming towards? For a mechanical model like this I would suggest not baking a normal map from a higher res model, but instead using bevels and weighted vertex normals.
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Ok here's what I've got so far ^ I'm currently attempting Wind Waker style lighting and aided with @SimonT 's very helpful Hyrule Travel Guide I think I've come relatively close. In the article it's proposed that you render a sphere 3 times: Pass 1: only the back faces into a stencil Pass 2: front faces increment the…