Try adjusting the mid value of the alphas to 50 (or 0.5, whatever the middle of the range is) after you import them.And set your displace value intensity to 0.5 as well for each udim.
Hi! Based on your wording, I assume you're using Max? Information is a bit lacking in my opinion. Do you have any images to illustrate what you want to achieve exactly? If the vertex count didn't change, you could attempt a morph between the extremes?
Hi everyone. This is my first post in this forum. I'm 22 years old and I'm studying 3D sculpting for a couple of months. This is my first "decent" head after i started the course of Nikolay Naydenov(speed char). If you want you can give some advice for improving my sculpting.
Ah I understand. Valuable info! I'm still perplexed as to why it worked before, as is, but not now. Perhaps that was a bug, haha. But everything you are saying makes sense to me. Thank you so much for your help. I will play with fixing this tomorrow. If I'm still having issues, I will let you know. (Love the portfolio!)
tbh outside of Switch you probably don't have to worry at all about using pow() these days but it's worth second guessing whether you need to or not just in case you feel the need for a pat on the head from a render programmer. you could certainly insert a curve in place of the contrast function if that hit your visual…
Finally sharing my latest personal project. An environment for use in a real time game engine, rendered in Unreal 4. https://www.artstation.com/artwork/18a9lK Everything was created by myself, apart from some of the decals and textures that were sourced from the internet/other projects. MidJorney was used to generate the…
For cheekbones best will be to study few skulls so you can understand underlying structure or you can explore your face in front of a mirror Base of the nose is part that help it blend with the rest of the face on the reference is dashed red area , you need it to have a proper transitionYou can use real ppl and stylized…