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In-game model>Tris to Quads>3 levels of Catmull-Clark subdivision.
Turning on MatCap and Cavity in viewport shading makes life a lot easier...
This is specifically a socket issue
Look at it in both the Blender and Unreal Map Viewports vs the SkeletalMesh window
ライティングがヘナチョコセンスなんで、いっそのこと作業してるソリッドモードで書き出せたらいいのにと。スクショじゃなくて。「Viewport Render Image」だと背景抜いたり細かい設定できないっぽいんで、そうじゃなくてソリッドモードのライティングを3Dビューで再現したい。なんかやり方ない?
some more progress on the kujou sara's character im making,
outfit might be lil low poly coz i lowered the multi res in viewport coz it was lagging a lot.
#characters #3d #CGI #render #art #Girls #anime #genshinimpactfanart #GenshinImpact #kujousara #WIP
@AndrzejSykut Here's a quick inverted hull test, not too bad I guess?
It is realtime compositor-based, so anything that can be seen in realtime in a viewport should work.
A few days ago I shared a rendered version of my #Kiri sculpture, but realized I was moving too quickly.
I took a few steps back and made some more base-level improvements.
Thought I'd share a small viewport render update :D
#AvatarTheWayOfWater #Avatar @officialavatar #b3d
here's how it looks in the viewport - all it's doing is twisting the mesh, but it also instances some spheres on it which allow it to maintain volume and "blobbiness", without them it looks kinda flat (last 2 image comparison)
And here is the viewport/wireframe view. It's MUCH more low poly than even the Gamecube Rogue Squadron games, the normal maps (done in Painter, not baked from a high poly) really carry it.
Inktober Day 25 - Family / Parents
brought to you by that one viewport preview from Bridging the Rift #arcane #piltoversfinest