Finished uvs and baking :) She has 3 texture sheets; a 1024, 512, and 256. I'll probably have to duplicate a lot of the hair pieces to make them look fuller.
Running a search on BA bumped into this thread with I think a similar issue: https://blenderartists.org/t/help-i-cant-find-my-bones/516601/5 Apparently bone layers are different to mesh layers (...BTW I'm not a animator by trade) and it seems by default under properties all the bones are set to hide, now to unhide switch…
Just wanted to give everyone an update here many months later! Hope everyone had a great year and happy 2018! I really appreciated all the advice you all shared and I figured I would let everyone know what I ended up getting and the specs included. My final pick was the HP Spectre X360: * Windows 10 Home 64 with Windows…
i started again and baked the normal map inside max using the projection modifier for the cage. This how my normal map looks on a 512x512 and this is how it looks on my model.....
Hey, I love the attention to detail and would love to get more screenshots. My critique: I feel that something is off with the textures on the walls and floor. This might have to do with the lighting of the scene, which could improve a whole lot. You have spent so much time on all of the models which really shows, but…
Hello, I'm curious what sort of a light is used when scanning the surface for Albedo? There is a slight yellow hue to every Albedo texture that I manually counter to get more realistic colors. But I'm not sure if this is something with the scanner casting some yellow-ish light on the surface or my eyes think that way. For…
I made tarp by using marvelous designer. Then I found a good tarp picture, made that tile and extracted the normals with crazybumb. https://www.artstation.com/artwork/51vBw
Color IDs are created per poly selection: Make a selection and add a material to that selection using whatever color you want and make sure the diffuse is set to 100% Continue making selections until your model is complete. To bake a color ID map you need to add (in the shader tree) a Diffuse Coefficient render output and…