Hello everybody, I'm modifying a script I've used in the past and am running into issues. The goal is to have a for loop that creates a StingrayPBS shader, then checks the "Use Color Map" attribute. The pain point is that the "Use Color Map" attribute doesn't seem accessible until after the loop is completed. I run the…
Hello everyone, I am doing poses of the character model I have developed in the past few months, in order to polish it and then import it to Unreal Engine and create renders. The character I'm developing is Joker, based on his classic BTAS design, and I am aiming to create renders that resemble those seen in Smash Bros…
Hello, Let's take a closer look! Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly…
I tried to use a texture to create a dyed pattern in the hair but I couldn't find a way to get decent resolution - even trying a mask instead of a whole texture. So I got some advice and ended up just creating the hearts as their own description and went on to try a leopard dye pattern I'd seen online. These are still just…
Hi everyone! After learning the basics of the material editor in Unreal, I'm starting to replicate the mask shown in the Sunset Overdrive GDC talk. The issue I'm encountering is that my transition is not creating the complete shape, as you can see in the next image. In my case, I've tried adding an edge noise to the vertex…
I know right ?! Add on top of this that a propeller is actually an airfoil, but twisted so it makes a "screwdriver" shape in order to "scoop" the air and create thrust. Thanks for feedback ! :)
Hi! Another simple option to create trim modules with a more elaborate silhouette, would be to model the lowpoly trim, project its UVs onto the corresponding trim on the trim atlas and modify vertex normals to match the original bake plane. Here is a test created a while back for another thread, option A illustrating what…
How can i create chan from yandere simulator? And how can i model humans at all? I remember someone send me tutorial but i lost it. It was a picture tutorial, step by step. Help me please.
Hello! I am trying to create this shape: This is what I made so far: There are these shading errors (i guess?) beside the obvious pinching, how can i improve the topology?
Does anyone know how to automate texture importing and material creation ?, like is there a script for it, wish I knew some coding. For example the objects in the scene are named like: Jeep_Engine Jeep_Tires Auto material script creates for all objects (Mat-"object's name"): Mat-Jeep_Engine Mat-Jeep_Tires And substance…