Could anyone tell me how the flowy effect of the wolf is done?
Is it particles or textured mesh?
I'm sorry if its a dumb question to you guys but I'm in need of understanding how its done
I'm broke asf I'll make a 3d bust of someone's character or whatever they request for the cheap price of $35, fully textured too. I'll post contact info if anybody is interested.
Trying to implement vector displacement mapping in UE4. The thing is I am pretty new to UE4, so I can't seem to find the type of node in the picture I have circled in red. It appears to be a parameter node, and it seems important, but whenever I search for nodes, it doesn't pop up.
It can't really be this long-winded can it?
I just did research on how to do this and all I can find is that you
build UV -> unwrap -> create texture map -> export model and map to your other software (I'm using lightwave) -> MANUALLY put the paint back on its correct spot
Am I missing something? Is it ACTUALLY take it off just to move it and put it back on again?
Is there no way to automate putting it back on?
COME ON software devs
Haven't used quixel suite 2 yet.
But I noticed that Substance Painter is fucking slow with 4K textures. I know you push down the resolution so your viewport can become more responsive. I know that, but what about the fucking dirt/edgewear generators?
It fucking takes 8 seconds waiting time for incrementing 1 little fucking parameter.
So Quixel faggots do you have the same issue? Is Quixel slow?
This is not a popularity contest which software is better. I need tools that are fucking stable, reliable and fast. I will be 50 by the time I finish this fucking texture in substance paintfag.
Are you using an AMD GPU? If so, that's probably why. The painting in Substance is GPU accelerated and requires a good GPU to do 4k and 8k painting. Quixel is faster at high res texture painting though due to the Photoshop core it's running on.
There are good and much tutorials for 3D modeling in blender but only complete faggs making texture tuts.
Where did /3/ learn texturing
How would /3/ improve upon this model? (If at all)
How are textures like these made? in particular character textures. I can see that it's not a real image, but it looks pretty real. But too real to be drawn from memory at least. Do you have a real image in let's say layer 1 and then draw it in layer 2? Shitton of filters involved?
Sometimes it's from 360 degree pictures, then photoshoped, or just realisticly drawn entirely from photoshop with a combination of 3d modeling rendering like giving a sword some wear and tear and exporting that as a diffuse/normal....etc....
It's absolutely not too real to be drawn from memory, because it's not drawn from memory. It's just how the face turned out based on common rules about facial anatomy and skin texturing the person has learned. You learn how facial feature work so you can recreate them and add variance, and you learn how to paint hair texture, skin coloration and the finer details or skinn coloring and then go wild with those concepts to create essentially a new human being. It might sound daunting, but with a lot of practice, you can get to that point too. This isn't even a particularly amazing example either, this level of quality should be expect of any decent character modeler.
What is workflow to rig and animate a high-poly asset like pic.....newbie Zbrushfag here....
no one rigs and animates any high poly assists, that would be a pain in the ass.
they use high quality/large normal maps
and you can rig/animate in zbrush, zbrush is a sculpting software
you gotta use maya/3ds max/c4d/ or blender to rig and animate
ITS REAL /3D/ HOURS
HATE AUTODESK IF YOU UP
WTF? How do to this in Zbrush?
The surface is so clean?
His work is very smooth, how does he do that?
Heeeyyy finally im getting something more realistic. Rate my shit por favor senorita
Any xgen tips and or tips?
Any way to fix stretched/squeezed UV without having to remap it all? ;_; Took me 4 days just to get this done.
Then I had to stretch the animation and now the UVs don't match anymore ;___;.
If I remember correctly Blender has an option to edit topology while maintaining the UV texture intact. Maya's bonus tools comes with this feature as well. 3Ds Max most likely has it too. I forgot how's it called exactly.
Are there any other stores where I can purchase render assets other than Daz Studio Store?
Here are the ones I know...
Are there any other stores I'm missing?
Finnaly bought Mudbox after using Student Version forever, only thing is, whenever I download Mudbox, it gives me the student version again, what do I do to get to the installer with the keygen so I can input the key I was given?