...:( I know... The torso is my first normal map ever (wich show nearly what i want)... I think the biggest problem is, im not professional :poly117: maybe its enough for a practical course... i never noticed the mistake with Spiderman XD
Seems to work here? It might just have been down for a bit. Let me know if it happens again and I'll try to sort out alternative hosting. And yes, how useless is the blur-brush? I'm surprised that's still in there, as I've never found it to be practical.
Nizza, have you watched or read any tutorials that have have been specially beneficial to the development of your sculpting skills? I know it just takes practice but a point in the right direction would be helpful :D EDIT: Or perhaps good anatomy studies?
Practically speaking the only really good way to do this is to do it with custom code nodes. I ported the substance designer viewport shader to shader fx a couple of years ago and it was relatively straightforward once I stopped trying to do it purely with shader fx nodes
Here you go: https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion What software are you using? ... Blender have some good tools for transposing a .bvh file into a practical rig. You can do that through Makehuman free add-on.
before a big thing I've always found the best practice is to do nothing out of the ordinary at all. Just behave like you normally would. Don't say too much personal info. Ask questions that are important to you. Just be yourself. They are humans too.
Hey, thank you! I'll put the textures below. I've done them as 2k as 4k was just for the Marmoset shots. I'm looking for a prop artist role as a entry job. That's the area I've practiced in and seems the most logical to start in. Normals Albedo Metalness Roughness
did this for practice. im kinda bad at hard surface so this, while i think it was a failure, is a step into the right direction. if any random person reading has experience with box cutter and/or hardops, is it worth it for a blender to unity workflow? btw this is the infamous Motorola DynaTAC 8000X
Anyone have any best practices about getting a quick, but decent, mid poly retopology with decimation, zremesher, etc? For the purposes of PreVis quality. I just want to retopologize this fast enough so I just get good real time renders off of it.
@e-freak yup forgot to invert the normals inside marmoset, thanks. I've been practicing texturing lately and redone some textures of the assets. Here's some textured assets: Electric Box Texture: 1024x1024 Switch Texture: 256x256 Toolbox Texture: 512x512 Wrench