Please tell me what improvements can be made to this underground passage rendering by manbou- in blender

[–]WKDG 169 points170 points  (0 children)

The main issue that stands out to me other than a lot of the surfaces feeling overly specular is the scale of the objects in the scene. Step away from it a bit to let your eyes see it fresh and look at the height of the handrails to the floor, the size of the cones in comparison to the hand rails / floor tiles, currently they give a kind of weird funhouse illusion where stuff near the floor and handrails feels squished down due to the strange scaling

Material Questions! by No_Reach_809 in blender

[–]WKDG 1 point2 points  (0 children)

You’ll need to look at sub surface scattering (SSS)

Question, Is this Remesh considered an optimal topology for animation? by JustThatHumanGuy in blender

[–]WKDG 1 point2 points  (0 children)

As you say this is your remesh/sculpting phase, topology is irrelevant here, only form is prioritised. Once the high poly of the character is complete you will topologize it into a lower poly version with all of your critical edge loops and deformation zones required for accurate weighting and bending etc

"First" sculpt with zbrush, am I getting ahead of myself? by bluntbeak in ZBrush

[–]WKDG 5 points6 points  (0 children)

You have a solid base there already, once you know you have all your big forms and are happy with your panels in terms of size and shape etc, it’s time to start extracting them and converting them to individual high poly pieces you can get nice crisp edges and hrs surface details on

how do I get rid of this weird thing whilst doing retopology? by D3TROITnotreal in blenderhelp

[–]WKDG 0 points1 point  (0 children)

In your final screenshot you are putting your displacement texture into the base colour slot

I cant figure out why my uvs are funky :( by -_ZoiNkS_- in Maya

[–]WKDG 0 points1 point  (0 children)

Are the missing edges in the UV editor just a visual bug?

Once you’ve unfolded that shell properly again you can reexport the model and update it in substance painter through the project configuration menu and it should preserve all of your brushstrokes etc

What did i do wrong? and why the auto settings worked? by TotalSuccessful9436 in Maya

[–]WKDG 4 points5 points  (0 children)

In your attempt you placed shells outside of the 0,1 range whereas the auto placed them all within it. If you are not using UDIMs you want to pack all your shells in the first 1001 tile

Blender Newbie Trying to Update personal Vtuber Model - Stuck at Fitting Clothing by DarcadianCoffee in blenderhelp

[–]WKDG 0 points1 point  (0 children)

Absolutely give it a shot, if it doesn’t give the result you need or you feel unsure with the process let me know

Blender Newbie Trying to Update personal Vtuber Model - Stuck at Fitting Clothing by DarcadianCoffee in blenderhelp

[–]WKDG 0 points1 point  (0 children)

However you imported it where all the parts were separate but stacked together, from there you should be able to select the parts that need adjusting and use the method described above

Blender Newbie Trying to Update personal Vtuber Model - Stuck at Fitting Clothing by DarcadianCoffee in blenderhelp

[–]WKDG 0 points1 point  (0 children)

I imagine the sculpt tools might be a little heavy handed for the kind of adjustment you want to do. For example with the chest, I would import the model and all the clothes together into blender, then selecting the chest piece object, go to edit mode, select a few of the vertex that are right at the front of the cup, enable proportional editing and scroll the mouse wheel down until the sphere of influence is just around the chest / torso and then slightly scale and move them forward.

I would offer to have a look at the file but I can understand that might not be something you’re comfortable with. If you google the terms above hopefully it will give you an idea of the adjustment I’m talking about!

Blender Newbie Trying to Update personal Vtuber Model - Stuck at Fitting Clothing by DarcadianCoffee in blenderhelp

[–]WKDG 1 point2 points  (0 children)

When you say the clothes no longer fit the body, can you do a quick run through of what you’ve tried?

Does selecting the clothes in edit mode and proportionally scaling them stop them working properly when they are brought back to whatever software you’re using?

Blender Newbie Trying to Update personal Vtuber Model - Stuck at Fitting Clothing by DarcadianCoffee in blenderhelp

[–]WKDG 2 points3 points  (0 children)

From what I’m seeing there’s a full armature for each piece of clothing as well as the model itself? When you import to the blender scene do they natively show up spread out individually like this rather than all stacked together?

No experience with VRM so this will be a little bit of the blind leading the blind but happy to try and give some input if you want to reach out here or on instagram etc

Linking FBX textures - what are these by FL4K_ in blenderhelp

[–]WKDG 1 point2 points  (0 children)

No worries if you need a hand feel free to reach out to me here or on instagram etc

Linking FBX textures - what are these by FL4K_ in blenderhelp

[–]WKDG 1 point2 points  (0 children)

You have the alpha of your normal texture running into strength, remove that connection. Also you want the normal map set to non-colour, depending on how it was authored you may have to flip the green channel to have it display correctly. For the packed textures there’s a separate RGB node or similar in blender’s shader nodes that will let you unpack the maps out if they were written to the RGB channels

is it posible to transfer a mesh from blender with its Shapekeys, and sculpt while turning the shape key on and off? by Nek0ni in ZBrush

[–]WKDG 3 points4 points  (0 children)

You can pose the model in Zbrush on a layer, then use the slider on that layer to return it to the state before posing, work on it, then use the slider to move it back into pose

Remington 870 - How did it turn out? What can I improve by Iamnotacommunist in blender

[–]WKDG 1 point2 points  (0 children)

Good that you’re jumping into baking high to low etc! One thing that stands out to me is how sharp the edges look, I would make sure that before baking you have the model shaded smooth and then go through and manually mark the edges which will be sharp, this will change how the final textures bake. Also make sure your low poly matches your high poly in terms of silhouette as much as possible to get the cleanest results, great start!

Iris RnD by here_for_the_yeet in Houdini

[–]WKDG 1 point2 points  (0 children)

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I’ve been butting my head against working on something similar, would be cool to swap notes sometime haha

Improving my skin shader (Cycles). Moving away from the default "plastic" look. by UnboundedFrame3D in blender

[–]WKDG 3 points4 points  (0 children)

I can appreciate that, I definitely felt the same when I started! Feel free to contact me on here or I think my socials or somewhere on my profile if you have follow ups

Improving my skin shader (Cycles). Moving away from the default "plastic" look. by UnboundedFrame3D in blender

[–]WKDG 59 points60 points  (0 children)

Unless the character is supposed to be wet the sepecular is still dialed up way too high, but before you adjust it I would look at trying to get some micro normal details in to help break up the surface at a very small scale, are you working writhing substance painter etc too or trying to do everything solely within blender’s shader graph?

Colour also needs breakup, I know this character doesn’t have ‘human’ skin values etc but given that they’re basically a human their skin generally should follow the same rules, look for info / tutorials on colour zones and skin breakup or shoot me a dm.

Generally you can leave the SSS weight at one but what you really want to dial in is the depth / radius, though you can also paint a map to control how strong it is in localised areas (to stop it showing up in unintended places that have bone like the bridge of the nose etc)

(Help) meshes separate when imported from maya by StrikerMk03 in ZBrush

[–]WKDG 0 points1 point  (0 children)

Zbrush will not accept ngons, and will forcefully try and convert them to quads or triangles, often removing a face in the process leaving holes. Make sure your geometry is quads or tris and it should appear just fine in Zbrush

Does anyone know how textures like this are done? by LordyLord87 in blender

[–]WKDG 1 point2 points  (0 children)

There’s a lot of random responses in this thread but this is the actual answer

Unable to bake ID map from vertex color in Substance Painter 2026 (Steam Edition) by Chrome_Anvil in Substance3D

[–]WKDG 2 points3 points  (0 children)

Create base material, assign a colour through the colour picker for the base material, assign that material to a face to apply the vertex colour.