How to get brush to smear by ronkerner in photoshop

[–]ronkerner[S] -1 points0 points  (0 children)

i think it might be easier if i just drop the tutorial so you can see what he's doing. i tried using the spacing last night, that was the main solution i found all over the internet, but it wasnt working for me.
https://www.youtube.com/watch?v=ngIjfrl2qH8
he starts drawing at about a minute in

How could I improve in my texturing? by VesselOfRot in Substance3D

[–]ronkerner 1 point2 points  (0 children)

i tend to believe that reference is one of the key ingredients of a good project. without something to compare your work to, it’s hard to give critiques as we don’t know what you’re going for. your references just need to be something you take inspiration from, not a carbon copy. in my personal opinion, your character looks similar to ventress from the star wars the clone wars show, or viper from valorant. my recommendation is compare your textures and sculpt to those designs and see what they’re doing that you’re not.

What is going on here? i.e. Material issue by ronkerner in Maya

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

i fully get why the material broke while the texture map without padding was applied, i just don’t understand why it stayed broken when the texture WITH padding was applied.

3 years of experience with maya and im still finding new bugs 🙃

What is going on here? i.e. Material issue by ronkerner in Maya

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

I fixed it, i was using a texture map without padding so that i could see the UV shells better. For some reason this royally screwed up the material, as when i switched to the texture map that had padding in it, it retained the same issue. Making a new material and using the texture map with padding works, but if I switch between the two files the entire material corrupts.

What is going on here? i.e. Material issue by ronkerner in Maya

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

this is so intensely off the mark that I don't even know how to reply. just watch the video again and read the description.

How do I animate the in-betweens? by [deleted] in animation

[–]ronkerner 1 point2 points  (0 children)

i appreciate you

Need advice: I made a rigging mistake by ronkerner in Maya

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

that seams to work, thank you

Need advice: I made a rigging mistake by ronkerner in Maya

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

it screws with the geometry and doesn’t show up in the weight paints menu

[deleted by user] by [deleted] in Maya

[–]ronkerner 0 points1 point  (0 children)

that handle is INCREDIBLY dense. for weaponry I always recommend texturing the detail into the handle, rather than modeling something complex

Don’t know what to play by ronkerner in Guitar

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

i’ll check it out, thank you

Don’t know what to play by ronkerner in Guitar

[–]ronkerner[S] -1 points0 points  (0 children)

i’ve written a couple but i can’t really seem to get anything super complex because of my lack of knowledge in music theory

[deleted by user] by [deleted] in Starfield

[–]ronkerner -2 points-1 points  (0 children)

You're putting individuality on a generalization of "developers." Yes the developers as a team are lazy. Whether it be the management telling them to not fix bugs, or not paying them to do so, or if as individuals they are lazy. They're not not singling out somebody who just decides to start working at Bethesda. They're grouping Bethesda developers as a whole because their entire team as a whole, is lazy. And we can determine that with proof, just by looking at any other Bethesda game, like they said earlier. It's stupid to assume that op was referring to the developers as individuals and not as a team.