So I'm learning SD currently and I'm finding it odd that the blend node only has two inputs. I'm thinking there has to be a more efficient node to this with. Why not just be able to "+" to add more inputs and select the blending mode for that input. Heck even if you can only select one mode for the whole node. Am I missing…
Okay, so I have this problem with my skin envelopes where they seem to be locked in a position where I was moving the rig around to test the quality of the skin. I'm using CAT (Because I'm not too fond of rigging just yet) and I've toggled all of the animation layers on and off and I've reset it in and out of animation…
I hate to break it to you but that isn't a new normal - it's just normal. The motivating factors have changed but the result is the same. This is an incredibly labor intensive industry that works on spec. You simply cannot afford to sustain a large, permanent base of employees if you don't have a constant revenue stream -…
This is really cool, love seeing shader efforts to replicate non-traditional surfaces like this! I wonder if you could leverage a clear coat layer to handle the shiny clear plastic cover?
I found where the problem is! If I remove these nodes from the equation it works and all my problems are solved! However these nodes are only ever a problem when I'm either grabbing a 'shadow map' node from the sidebar or duplicating someone else's shader network. Note that I work in Z-Up in Maya so I've removed the flip…
Just in case you're not aware of the current 3D gamedev industry situation: it's not good. Lots of layoffs happened which means you're competing vs. people who have a lot stronger portfolios and most likely more experience. Prop artist role is very rare, Weapons artist role is probably even more rare nowadays and the bar…
I've always done my vehicle rigging with dummies and used the actual mesh of the vehicle as the root bone. And the pivot point orientation is critical. X is forward in UT2k4, which it isn't in 3ds max. I've had good luck following that tutorial that you have. It talks about using dummies instead of bones, which is why I do…
I’m looking for an intermediate to senior freelance 3D Character Artist for a paid contract to produce a fully game-ready stylized character for Unity (Universal Render Pipeline).This is freelance contract work only — no rev-share, no royalties.🔧 Engine / PipelineUnity URP onlySRP Batcher & GPU instancing compatibleOpaque…
What I've done with some custom rigs in the past Is build a library of keyed poses past 0. -1 is the bind pose -10 walking root pose -20 running root pose Then whenever I need that pose I copy the keys. If its just a default pose like figure mode. Select the bones, Alt-Right Click and choose "Set Skin Pose". Then you will…