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Voidseeker

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Everything posted by Voidseeker

  1. Welcome Rafael! awesome work!
  2. Omniverse actually works on the basis of USD, but plans on bringing convenience to the user.
  3. To the people of the future who have had similar problems as this one, i have a workaround, instead of using PSD files for the sequences use OpenEXR instead, and use extractor in ae to extract the channel datas!
  4. Happy New year everybody! wish you all a spectacular new year and good luck on your ventures this year!
  5. Hello all! so i am having 2 problems when trying out multipass rendering: 1st problem is that the object buffer layers are present as channels in the psd file rather than layers. any way to sort this out? channels: layers: 2nd problem , now when i import this into after effects. there is no option to use the alpha channel present. but when i just have 1 layer it is possible to use that.
  6. what is the red line that appears on the undo history?
  7. Hello everybody! can somebody share any tutorials or materials to learn c4d standard material system? I primarily use substance painter for asset texturing and use both PBR workflows but have never really tried texturing directly in the standard material system. any help is appreciated, Thank you!
  8. Vitaly was the artist that made me curious about XSI actually. I will look into it, thank you for your time!
  9. Ahhh ! in hindsight it seems i was asking for it though, maybe you could point me in the right direction? hahahahahah not for exams, pinky promise!
  10. but in what ways?, a newbie here! 😅 if you could explain in detail in comparision with the tools of cinema4d?
  11. Hello All! Recently surfing through the web, I found out that many hard surface artists work in a program called Softimage for their model creation, what is the strengths and cons of the program compared to Cinema4D?
  12. Wonderful Job Sir! would really love a breakdown of it!
  13. Congrats on your new venture Igor! looking forward towards your content!
  14. but i dont want to paint on single UV using that method. i want you to consider the four quadrants in the second gif in photoshop as separate UV spaces, so when i draw on the space like in the second gif, it originates from a central point . when you check the first gif when i draw on the mesh, only 2 lines are drawn and the rest 2 are drawn on the other side. now is it possible, to make the UV's coincide correctly so that when i draw, it shows up like in the second GIF.
  15. you already had checked it out 😅 did not get the notification thats why i asked
  16. thank you igor looking forward to learning the UV editor!
  17. hmmmm I understand, this is as far as my laziness can go it seems😅, thank you very much igor!
  18. hello everybody. so i have learning about various UV methods for texturing lately and trying out mirroring UV's now when I stack the UV's on top of each other. now is it possible to map the UV's in such a way that the effect shown below can be achieved while stacked?
  19. well I wanted to experiment with the mirrored UV workflow, where instead of keeping just one UV inside the UV space and moving the clones outside, I wondered if it is possible to use those Stacked UV's for baking and texturing. i figured i would get errors in the baking, but wanted to know what kind of maps that were baked could be useable for this method. I thought about this since, even though the mesh maps are useful, if the topology of a model is bad, it bakes incorrectly and I have to use manual methods of creating masks and feeding them into the input maps for various generators etc. here I split the surface of the sphere into four segments and stacked them on top of each other , i created caps on top and bottom and stacked them on top of each other. I did this to maximize texel density I could get. i did not go for a normal map bake too as I did not have any high poly object to bake from. I also planned on using seamless textures so the stacked UVs. with this UV config, what maps could i be able to use from baking to aid me in my texturing process?
  20. Hello everybody! a doubt in baking. do stuff need to be baked at all to texture? for e.g I am using a low poly sphere and have no intention of creating a high poly mesh into the low poly, do I still need to bake it? if I am planning to use that object in substance painter that is? and if i am planning to use displacement maps? i am a little alien to the subject.
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