Thanks man. So I was applying for a job recently and I was given a pretty intense art test which took all of my time. Good thing is I got the job. Bad thing is I have to put this project on hold (again). It seems like the universe is against me on this one lol.
Got it! I haven't tried those lights yet. Is it alright to use emissive lighting for indoor settings? I gave it a shot, but it didn’t look quite right, so I must be doing something wrong. How do you set up fluorescent lighting indoors? What type of light do you use, or do you apply an emissive effect to that object?
But to be fair rollin if we're talking about a character with two textures, one applied hands and head and the other applied torso and arms/legs then you're going to have two draw calls. In this example, anyway. Two maps will be one draw call if you use layering with two textures applied over all pixels, or write some code…
thanks Ark! I'll take a look! Its been only couple days but I am getting speed up quickly! Also I think the equivalent of FF4 box deform, is 'lattice' in XSI. But I am not sure how it works, usually in max you do a vertex selection (points) and then apply FF4. when I do a selection inXSI and apply deform by lattice, it…
i don't know much about mel scripting and i'm trying to figure it out. i have a few custom buttons but what i want to do now is create a button that essentially checks to see if a material named "Xray" exists and if it does to apply it to the currently selected object. even nicer would be if i hit the same button and it…
Hi! When skin-weighting double-sided cloth in the past, transferring the weights from a simplified proxy mesh to the complex cloth worked well. Storing skin-weights this way would also allow to re-apply them when the cloth mesh was iterated on. Depending on the situation, you might be able to transfer skin weights from the…
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
@BagelHero Hey, Im very sorry it took me so long to respond back to you, things have been hectic recently. I really appreciate all the time and effort you put into responding to my post and helping me out with getting into this. Thank you for all the advice, I am going to set up and Artstation Portfolio coming up soon so I…
I upgraded from a 2080ti to a 5070ti just recently. Can't speak for the 4070 but the 5-series uses a new (to me) power connector. An adapter was provided with the GPU however. No speedup noticeable in Blender at least. Apparently I wasn't GPU constrained in that application previously.