HUGE thanks Anx
https://imgur.com/a/quHiWsN
Seems to be the result, which is satisfactory in my eyes.
Thanks for "subtracting" the emission for me, so that I could have a good starting point to play with for my emission map.
Search found 54 matches
- Tue May 08, 2018 2:48 pm
- Forum: General
- Topic: Eye Emission - Suggestions Please
- Replies: 5
- Views: 3054
- Mon May 07, 2018 1:29 pm
- Forum: General
- Topic: Eye Emission - Suggestions Please
- Replies: 5
- Views: 3054
Re: Eye Emission - Suggestions Please
I am not sure if I understand your question correctly. I use the Microsoft/BING translator. Wow. I appreciate the big response as it appears it must have taken you a lot of time to type out. Especially in the Polycount forum, you can find some posts from the person who has created the model "P...
- Sat May 05, 2018 9:35 am
- Forum: General
- Topic: Eye Emission - Suggestions Please
- Replies: 5
- Views: 3054
Eye Emission - Suggestions Please
I have a model: https://trolt.deviantart.com/art/PyrrhaOmega-SC5-1P-705895548 I am having trouble re-creating the eyes to be similar to something like Pyrrha Omega in the screen shots https://www.fightersgeneration.com/nx/game/scv/sc5-pyrrhaomega2.png http://4.bp.blogspot.com/-z--nSBBElZk/Ty59gvxOdW...
- Sun Sep 17, 2017 5:48 pm
- Forum: General
- Topic: XPS - Hair Edge/End
- Replies: 2
- Views: 3527
XPS - Hair Edge/End
Anyone notice that the hair on certain models have the bottom/lower edge faces show up on XPS (despite being transparent) if you zoom out far enough (like a full body shot) I've attached an image and marked the area in red. https://imgur.com/a/5d9C6 Certain Soul Calibur characters (Kilik, Mitsurugi,...
- Tue Aug 01, 2017 5:39 am
- Forum: General
- Topic: Blender General Questions
- Replies: 523
- Views: 275308
Re: Blender General Questions
The problem here is that you must have removed doubles on that mesh and it ruined the double faces. To make it work okay with back-face culling, you need to flip the triangles as you said you have tried, so that it's visible on one side properly without back-face culling. Then duplicate that mesh a...
- Mon Jul 31, 2017 1:46 am
- Forum: General
- Topic: Blender General Questions
- Replies: 523
- Views: 275308
Re: Blender General Questions
Regarding Backface Culling: http://imgur.com/a/fJ1oI (his yellow scarf) Can anyone explain to me why back face culling leads to such a strange effect of transparency. My experience with back face culling is that more like the bottom left of each picture (where the hip-cape is darker and like the und...
- Sat Jul 15, 2017 6:53 pm
- Forum: General
- Topic: Surface Texture distorted [Blender Related]
- Replies: 1
- Views: 2218
Re: Surface Texture distorted
http://imgur.com/a/6lRgR I've attached another 2 images showing 1) First image shows the seams in the mesh per the noesis export. I'm 99% sure the red border seams are one of the reasons that there is a problem 2) The 2nd image was my first attempt to UV unwrap and all the triangles (in the UV edito...
- Fri Jul 14, 2017 2:27 am
- Forum: General
- Topic: Surface Texture distorted [Blender Related]
- Replies: 1
- Views: 2218
Surface Texture distorted [Blender Related]
I got 2 questions: Question 1: http://imgur.com/a/1qF7Z I have a model almost complete and the hair texture is not displaying properly at only certain areas. I wish I could describe it better (so I could attempt to google it myself and try to fix it). Certain "faces" of the mesh do not app...
- Sat Jul 01, 2017 4:36 pm
- Forum: General
- Topic: Blender - Re-adding deleted materials to model
- Replies: 0
- Views: 5886
Blender - Re-adding deleted materials to model
I have a completed model (materials properly sepearated, texture applied, skeleton named and parented correctly) and was about to start coloring the textures. I noticed that some textures were not used and it turned out they were meant to be applied to materials that I deleted (thinking they were du...
- Sat Jul 01, 2017 1:23 pm
- Forum: General
- Topic: Noesis - Not functional Skeleton
- Replies: 1
- Views: 2125
Re: Noesis - Not functional Skeleton
well apparently just individually parenting each bones gave a satisfactory result.
This was just a tougher model since each bone was a trial and error and the textures of the armor wasn't obvious.
Does the tail co-ordinate of the bone have any function?
This was just a tougher model since each bone was a trial and error and the textures of the armor wasn't obvious.
Does the tail co-ordinate of the bone have any function?