Thanks guys! For anyone wanting to make some last minute edits to your presentation I just wanted to share that using the method of inflating(transform component option in maya) a duplicate of your model with a black material and inverted normals with back-face culling turned on has yielded the best results for outlines in…
I'm not sure if you're interested in tweaking this since you've moved on, but those utility poles are pretty stubby. They normally tower above a 2 story house. It might be worth investing a box under the transformers to sit on, its kind of weird that they are just floating there. The garage door is kind of industrial for…
For example you need to share same transform or same directional warp for a several nodes ? I use "expose" usually. Did it for years . But it's just monstrously inconvenient way IMO. Because once you expose something it's locked and you have to do many extra clicks to go into parent level , tweak something then go back…
Decided to make a thread and post some progress/discoveries while I work on this piece. Doing it all in Blender using the BPainter addon which has been interesting having used 3DCoat for so long; definitely some things to get used to Here's a catch-up gif to show a bit of the process leading to where I am currently. A big…
Hello everyone, I'm currently working on a small environmental project. The central focus will be the Bonsai Tree, as it will undergo a transformation into a Dragon and back.
Right now I'm on the Blockout phase and would appreciate feedback, particularly on the background around the Bonsai Tree: * What can I do to create a…
Hello, Im working with unreal 5, and Im trying to make my third-person character smaller by pressing a button so that the camera also follows the character relative to its size and acts the same way as it does when the character is the proper size rotation and transformation-wise. Since the character size difference is…
it's one of the reasons I prefer Blender. You can edit something with explicit normal's and it's only breaks them in faces adjacent to your edited area . Plus you could have the data transfer modifier that fixes it on the fly. While in MAx you need expensive Ornatix to do so. I once wasted a weekend trying to do normal…
Well first of all the "rig" is not the issue, since a rig is the special set of controls and solvers that allows you to control your character using IK, lookat constraints, and so on - and this doesn't affect a model in terms of mesh data or normals. The thing that affected your model is the skin weighting pass ; or…
you can use the normal brush. Turn Z intensity down to 0 and leave the RGB on. You can probably project the color from hi res to low res, im not sure. To create normal maps you can use Maya's transfer maps (rendering menu set >lighting>transfer maps) or use zmapper. Inside transfer maps windows it's pretty intuitive. You…
Ok so i got a solution from Michael Wilde on YouTube. he said "So the way I do it in Maya, open your UV editor and then the UV toolkit. Under Transform there is a bit called texel density. Select the shell you want to have the scale of, then press Get. On the other shells now when you press Set it will scale them all to…