That’s actually a useful way of looking at it. The idea of a quick, at-a-glance indicator is something I’ve been thinking about as well, especially since a full breakdown isn’t always practical in every context. Where I’ve struggled with that approach is exactly what you pointed out, how to consistently value different…
I've run into that error a few times. I haven't changed how I rig and sometimes it pops up and sometimes it doesn't. Drives me bonkers because I haven't figured out what causes it or a solid fix for it. There are times that I'll redo that part of the rig, test it and get no errors then days later they are back. Here are…
This is exactly why I've been wanting this workflow for so long. I saw that video and tried for such a long time to either find a copy of DeepPaint or another method that worked the same way but I couldn't. I even think DeepPaint was discontinued by the time I first saw that video (The video in question, if anyone is…
Thanks Kbrom12. I downloaded the project and have been looking at the material behind the carpet. It seems to make use of layered polygons, vertex colours and multiple bump offsets connected into the opacity mask. However I am still a little confused by the logic behind the material. If you know the answer could you help…
31. Posing: Setting The Pose When starting your pose make sure you are not working destructively. As I was using 3ds Max with CAT I was able to set up an Abs animation layer. I was able to access this by selecting the CAT base control and opening the Motion panel. From here I could create my animation in a layer which…
Hey there, I stopped the project for a couple of days because I wasn't able to work on it but now I am back for a little more progress. So I decided to do te foliage later since now I have the basics of it. To do so I started working in the base floor texture, which is a leaf floor. To get the result that I want I guess…
You can generate a curvature map from your normal map in XNormal or Substance Designer as well as Knald. You can also bake a curvature map in XNormal. The reason why you usually would want to have a curvature map is because it helps you create wear on the edges of your model and dust and dirt in the crevasses, so you…
Sorry I didn't have time to post my normal work flow earlier. Try this. * Make new layer * Store morph target * Then added noise This will put the noise on a layer that you can later control it's strength with and also give you the option of toning down specific areas with the morph brush. You can type in a specific value…
Hello, I'm working on this game-ready Sig Sauer MPX model with custom parts and I'm just about finished with texturing. I'll be creating a DBAL-3 laser device for the gun as well that I haven't finished producing a low-poly model of, so I figured while I'm doing that I can gather opinions on my progress so far. I'm…
I had a few hours tonight to knock out some stuff... So I managed to put the keyparts into UE4 so far e.g. stairs / pillars / landscape blocking / etc... I spent the majority of tonight knocking out a gravel / patchy grass / grassy material for now... I'll be coming back to it to fix up later on in detail but for the time…