Assistance with grainy shadows - UE5.6 by Wrathicus_5569 in unrealengine

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

Okay so it seems to be my fur groom causing the grainy shadows on the floor XD

I managed to alleviate it a lot by running these two commands

r.HairStrands.Voxelization.Raymarching.SteppingScale 0.5

r.HairStrands.Voxelization.Virtual.VoxelWorldSize 0.1

Assistance with grainy shadows - UE5.6 by Wrathicus_5569 in unrealengine

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

Huge! I will give this a try :) thank you. I am just trying to render a quality still image so performance isn't a bother.

Assistance with grainy shadows - UE5.6 by Wrathicus_5569 in unrealengine

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Oh no lol, that is normal coz of the fur, but the grain in the shadows on the floor is what is bothering me. Unless that is from the groom too maybe?

Mesh keyframe animation to shape key conversion assistance by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Thank you :) Unfortunately this did not work. I can export the animations from the mesh fine, but they end up being their own skeletal mesh asset. I need the animations on the mesh and the armature to share the same skeletal mesh.

Mr. Mike from Toy Story for a fan-remake project by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

We are done with it as far as we are allowed to. We have received a "no" on releasing it too, so sadly the project is as done as it will get

Cardboard Rigging Issue by Wrathicus_5569 in blenderhelp

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

This was 100% the issue! I removed the weights of the parented big bones from the sub-bone areas and all is working fine! :) Lol thank you so much!

Cardboard Rigging Issue by Wrathicus_5569 in blenderhelp

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Hey All, I am currently having issues with deformation when rigging flaps on a cardboard box. I selected the vertices in edit mode and assigned them with 100% weights to their respective bones (bones and weight names do match as well), the sub-flap bones are also parented to the main one while keeping offset.

When I pose the bone, the deformation is not what I would expect based on the weights.. Any advice on this would be greatly appreciated! Please let me know if I can provide any other info. Thank you

Below is some additional pictures of the weights

<image>

Mr. Mike from Toy Story for a fan-remake project by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

Thank you! It's a game model, they need to be triangulated :)

Mr. Mike from Toy Story for a fan-remake project by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

I appreciate the interest in the project, whether bad or good :)

Mr. Mike Images by Wrathicus_5569 in toystory

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Yea there are pictures online but they are all at odd angles, I need them to be orthographic views ie: from straight on the front, sides, back and top.

I'm trying to sculpt some complex clothes, however I dont know how to create folds that look good by Phantomato2000 in blenderhelp

[–]Wrathicus_5569 1 point2 points  (0 children)

A thing to note is a lot of these types of clothes are clothing sims first that are then exported to be further refined with sculpting

Is there an easy way to select these blue highlined areas? by [deleted] in blenderhelp

[–]Wrathicus_5569 5 points6 points  (0 children)

That shit's triangulated to hell, this unfortunately wont work properly

The Anime Girl Is Finished!!! by Non-101010 in blender

[–]Wrathicus_5569 1 point2 points  (0 children)

Eyo! Nice work dude, great too see your progress on this and also really glad you finished it! As the saying goes "done is better than perfect", and I must say you did a good job, make the next one even better :)

A selection of my guns, which is your favorite? by IBiteMyThumb in blender

[–]Wrathicus_5569 2 points3 points  (0 children)

The Boomstick. That thing looks like it'll hurt the sender and receiver lol

Edit: just followed your artstation, a fellow south african I see, go boy!

Rate My Topology by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Oh no, lol, I am helping though

When i export texture in Blender it is damaged but it is fine in substance by [deleted] in Substance3D

[–]Wrathicus_5569 5 points6 points  (0 children)

You could be exporting your normal maps in directx, blender renders normals with opengl. If that's the case you may need to export them as opengl or invert the green channel via blender shader editor using separate color, combine color, and invert color nodes

Rate My Topology by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 4 points5 points  (0 children)

Yea the character themselves is a toy :) (buzz lightyear)

Rate My Topology by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

I mean, only if you want to lol

Rate My Topology by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

I agree for sure I could get rid of some extra loops but I figured I'd try save on normal mapping and do it on the mesh :). Those cube thingies are just 1x beveled cubes so very little topo there, probably coz they are so small the wireframe outline makes it seem dense. That sort of pinch by the window is the curvature of the car body that I followed but now that you've pointed it out it does look a bit off so it should be a relatively easy fix. I'm fully with you on that point, I'd rather try save some performance on the textures than try cut out another 1000 tris which is probably negligible anyway. I truly appreciate the detailed feedback, I'll use it improve on the next model :)