Been too excited about a project to go to sleep, so back again. Really apologize for my sarcasm, I get like that when my head is cloudy from being tired mingled with frustration at autodesk and an all too common case of shit-aint-working. One of the things that made my skin crawl since the modelling kit / NEX integration…
DerekLeBrun - sorry.. you can't export everything to PS.. what you can do however, is create a PS file with layers, etc, and bring that into substance. Then you can make the layers nodes to be used in the graph. Any updates to the PS file will automatically update inside of SD... but this is different than what you wanted…
Firebert: Thanks, yeah, the whole time I was texturing I was telling myself not to go overboard with the dirt and scratches, but its hard to resist sometimes. I backed it off a little; but next time I'll be more careful. Rumkugel: Awe man, where were you when I was doing the high poly. Those are great EO tech references.…
I tried my best to avoid it then 6-7 years ago confusions happened> hap hazard> chaos> panic> brain damage> heart failure> so in the end I had to organize my stuff.. I still defy my plans whenever I can but here is the plan implemented right now on my machine. there are 3 virtual drives.1,2,3 1- "software": windows,…
To retrace a few things I posted earlier, you have various ways to go about texturing so I wanted to break them down. The first is unwrapping every element of your scene and texturing the UV shells specifically. For instance you could unwrap one of the 3 pillars you have, save out the UV template for Photoshop, and texture…
Hey Brad, don't know if this helps or not but here it is. Someone had asked me over PM for some help with Maya Hair, and I wrote this out. It's kinda brief, but I can add some images or expound on things if you need. I also mainly use fiber mesh. I render in Maya with Vray, so the trick really is getting my fibermesh stuff…
Useful information so quickly! Thank you! @GCMP Indeed I AM box modelling the head! Though not any more due to the excellent tutorial you sent me. That looks great - much obliged. Thanks also for the quick paintover, makes your point very clearly, shall endevour to do better on this in the future. @pior Which fold are we…
Before you go hog wild with sculpting you might find it worthwhile to really double check the proportions thoroughly. To do that you can export model from zbrush and do a quick rig (or just pose manually using soft-select) and put her into various poses. Check those out from many angles wherever you'll do the final render.…
The substance SBRAR loader is no longer supported in Toolbag, as of version 4.0. This was removed at the request of Adobe/Substance. To render substance materials in Toolbag, you'll need to export image files such as TGA or PNG.