Sup guys :) Have a problems with normal maps in Unity. Pipeline are: Blender -> Marmoset, where i bake normals with flipped Y -> SP where project are set to OpenGL. Model to marmoset and SP exported normally with blender default export. For Unity i use addon: https://github.com/EdyJ/blender-to-unity-fbx-exporter whis is…
Hi Everyone! Weforge Studio here, An independent game studio based in Sydney, Australia. We’re working on a horror title within Unreal engine 5. We’re currently looking for an animator to work with us on a contractual basis to animate the main antagonist / monster of our game as soon as possible. Our model is rigged in…
This is a teaser trailer for a feature film that I began creating in Blender back in 2019 and will be done by 2025. The final runtime will be around 3 hours. The journey has been exciting, but very challenging. In the last part of the trailer, I integrated both Cycles and Eevee. I aimed to blend them seamlessly, but I’m…
Is this really a comparison? 3ds max costs 3.6k USD, whilst Blender is free. Moving to 3ds max will not make let you create better items than Blender would - that's all down to your skill and experience. In fact if you're used to Blender moving to 3ds max is going to be painful, as is the case when transitioning to any new…
Hello everyone, I've recently started Zbrush (1 week in), but I've been working with blender for quite some time. Over the last week, I've been able to learn Zbrush as far as sculpting methods and effectiveness of design. However, my question is regarding the process of work-flow between all the programs. This is what my…
1. I usually do painting through the following method: a. Make sure I'm in the Blender Render mode. b. Use the Texture Paint Layer Manager. (Hit N in the 3d view to see the layer manager.) c. Be in GLSL shading mode. This allows you to use the shader properties to get your shading information. So, you can set up lights how…
https://www.youtube.com/watch?v=KICe2VVGpMY So this video demonstrates cloth elasticity. I see exactly where all the menu stuff is on my version of Blender (2.79), and I'm trying to copy it, but it won't work. What am I missing? I'm just surprised there's barely any tutorials on this, only videos about pinning the clothes.…
Since you originally mentioned (some days ago :wink: ) the matcaps of blender.. if this : ..is not what you want.. (i forgot th mark the left-right-arrow under the cogwheel to change the light).. Ever thought of just using a sphere with the max clay and render you own matcap ?? And installing using Blender -> Preferences…
I've been wondering that could it work if I had these meshes in Blender, for example: * Character_HP * Character_LP_quads_with_UVs (for rigging in Maya) * Character_LP_triangulated_with_UVs * Character_LP_triangulated_cage Then bake object space normals in xNormal with HP and triangulated LP and LP cage. With exploded…
This is so odd. So what i want to do is make a Polygroup in Zbrush then export it into blender so i can Hand Unwrap it, And then Assign a SINGLE MAT to it, so when i open Substance painter ill be texturing on one material and being able to CRTL+RM to assign material easier. ISSUES are Zbrush options are "Export Polygroups…