Does anyone know why when I expose a color input into sbsar and drop that sbsar in Painter I see something like extra gamma correction? Getting milky. I use default legacy color management . Shouldn't it consider any color input to be sRGB rather than linear ? in Designer the very same sbsar works just fine for example…
Thanks for the reply. Just to describe what I did better. Basically I just positioned the feet over 3 keys by fiddling with the foot control. And they produce those awful straight lines. If I add a key inbetween those to make it closer to an arc it still goes in a straight line. For evrything else like hands/arms they go…
ok while working on my last model I did some work on my shader too. I'm releasing version 0.58 now while version 0.57 is used by GoMax new from v0.57 is a new technique that allows to see only the litsphere on the object. Nothing special.. just to get Zbrush materials into max viewport new with 0.58 see image below - fixed…
Just because the lead isn't the best artist doesn't mean he doesn't know what he's doing. A general isn't the best warrior either, but he's the guy who has to see the big picture, deploy the troops and distribute the work. It's all teamwork anyway - the way I see it is that the lead should set the general direction and…
I've heard that this is set in an alternative WW1 universe. Has anyone else heard that? Probably makes sense due the fact that you can make the tanks move a bit faster than they did in the real world. Most traveled at a walking pace or slower and certainly not jumping over trenches and small hills. I've also heard that…
Something I can relate to is the First-Person animations. I'd say when you can, get rid of them and replace them with other animation. First-Person is fun but it doesn't show off enough of you're animation skill set. If you really want to add FP to your reel then get the details down, it's a finger animation meaning you…
So nice! I love the natural feel of the face. The render is superb too, I like the little dot floating around, makes it look nonCG, which is great! - still, one thing I'd love to see is a touch of reflected light hitting the inside of the arm just like what you already have on the underside of the throat. And I'd love to…
pictures talk more, but here i tried to make something from what was presented: typed the steps i did to get this, maybe you need to figure out your monitor profile settings..maybe you see this but we see and overbirghtened img. did the rest: (bit different but not too much) idc if you use them.
Maybe try a test bake and see how it looks. For that you need your meshes to have lightmap uvs and you need to set those lights to static. After that just hit build lighting and you should get an idea of what it could look like. By default the lighting quality is set to preview so dont expect it to be amazing. You can find…