20200422: - Anatomy study - Eye socket edge shading practice (3 hrs): Tried to be more conscious about how to produce my edges. Not a lot of variety yet as I try to get one technique down. Though I'm wondering if clamping values has its place or pushing contrast by default should be a no-brainer. We'll see! Grinding the…
Been working on graduate classes & personal projects during the quarantine. I wanted to get a better grasp on PBR rendering/Marmoset Toolbag before jumping to another huge project The bottom four spheres are materials I've made in Substance Designer compared to four of Marmoset's default materials. I think mine need a…
Cranking it up to 20 was old-school, pre-GGX microfacet shading model. You shouldn't have to do that anymore. No material is IOR 1. That would be for air or gases. Metalness automatically takes care of the IOR(fresnel) Before metalness, cranking the IOR to 20 was a hack. All it is doing is widening the angle of the…
It used to be in 2.79 you could call it by pressing F6 as long as you didn't touch anything (not even a selection). I really don't know why this F6 functionality was removed from the default keymaps. Nevertheless the important thing to know is that operators such as this one can only be tweaked immediately after using…
Spherize can do that. http://www.creativecrash.com/maya/script/spherize-selection-maya-plugin-pymel Also, this might work: Select the vertices you need>Create Deformers(Animation)>Sculpt Deformer(default settings) and then scale the locator accordingly to start ¨spherifying¨ the selected vertices accordlingly.Maybe will…
I love that thing, tongue included. I don't have a problem with the 'hard cuts', I think they will read well at low-rez. And the 'pustules' look more like amphibian style 'toad bumps' than they do pustules to me. The only thing I'd worry about with the tongues are the joints. Is he going to be on the default skeleton or…
Are you using an older version of the engine? I tested the information found in those links, and it seems to only work if you have a new enough version of UE4 that it includes the "Transform Vertex to Absolute" import option, and you turn it off on import. The option seems to be on by default as far as I can tell, and the…
Yes. Did it to the high poly too just for arguments sake. Also tried altering UVs on the high poly as I know that can sometimes causes pixel artifacts but so far nothing has worked. EDIT: Merged the meshes into a completely new scene all with default settings just to make sure it wasn't anything I've done and it still does…
Nothing too extreme.. but just wanted to point out a few things.. like muting some of the colours you have going on at the minute! .. making sure the focul point is down the centre (those lanterns are quite distracting) SIMPLIFY the floor :P dont use that default unreal texture... but ya not bad you are getting better each…
I'm using 3Ds max to animate but whenever I try to use in/out tangents (step I think) it just acts as if it's a normal default tangent. I was watching a tutorial on digital tutors and his seems to work correctly and I followed him exactly but mine just reverts to auto smoothing between frames. Anyone know what I'm doing…