Hello! I am making a tintmask for a Warframe helmet. For some reason, even though my blue and green are set to Screen, they are not blending with each other/red after being exported. I included all the useful screenshots I could think of. I've tried a bunch of things, including setting the fill layers to screen as well,…
I realized I haven't started my own thread-project in quite a long while now. And that I miss receiving important harsh feedback on how to improve my art further than I could on my own. I mean, I'm happy that now I can totally finish a project on my own, but I believe I could do a much better job with everyone helping me.…
Thanks Vexod14 this indeed looks cool great looking but I am asking about a bit more less stylized picture, more of natural realism with shadows, SSS . Something focused more on realistic environment , landscape rendering with heavy instancing.
Her Marv, so anatomically I think this is very good. I like how you're unifying the muscle with think fat layers. Proportion wise I'd increase the side of his lats so you can see them from the front a little more. If you ever look at a bodybuilder when they flex or let their arms lay, they tend to have more mass and…
It would help to hide the armature, so we could see the model better. It would also help to show a shaded wireframe. Did you create this model, or did you download it from somewhere? I ask because the rig complexity indicates a decent amount of experience, yet you seem to be asking a more beginner-level question. This info…
To create reflection, Subsurface Scattering, Glow and Lens Effect in Killing Floor 2, i will have to create a texture that uses black and white information in the RGB/A channels in the texture. The problem is i am not quite sure how to implement it in to the Unreal Engine 3. Do i have to create a texture for each R/G/B/A,…
Posting this here to mostly just keep track of my own thoughts as I try to work through this. I want to make a little character creator for a dragon in Unreal Engine where users can flick through different body parts like horns, spikes, wings etc. As well as being able to select body colour and different markings. I've…
I recently completed a crate in Substance Painter, exported those textures and brought them into SD to add dirt and grunge controls to be messed with by the developer in Unity. In SD, I have a crisp dirt overlay. In unity that dirt is super pixelated, yet the textures underneath look great. I've tried a couple different…
Posting this here specifically because Polycount's audience cares about pipeline more than novelty, and that's the actual use case I built this for. Context I run Anvil Interactive Solutions — we ship Blender/UE5/Unity tooling (Quadify line, BlendUnreal, BlendUnity, a few others). BlenderMCP Pro came out of needing to do…