I know I know, I sculpt a model, bake the textures >apply them and that’s it.
Come on, that can not be everything when it comes to ultra-realistic 3d models.
I have seen guys creating textures with applying 102381028310 stuff, like sub-surface scattering, then some extra layers of textures, once zoomed in, a user can see more textres that are like small and normally not rendered from far away.
Can you just make a list of such things that would not be included in the >bake them, difuse, AO, spec normal maps> apply them and that’s it.
So any extra technique that you know, please post it. Yes I know lightning is important but that is a whole different question. haha I probably sound a little bit irritated in this question, that is because I already asked in like 5 forums and no one is able to tell me some of the other techniques or whatever, so that I know where to expand my knowledge.
I sculpted a model in blender, and I want to import that to Unity. When I import just the model(without animation), Unity shows as is. However, when I attach armature to the body and automatically assign weights to it with the intention of creating an animation, Unity import shows dark regions all over the model. All the face normals look fine. I am not sure what the issue is.
Model in Blender:
Dark patches in Unity:
I have a rig in blender that I want to export into a different blender project. For some reason, when I do that, some of the bones get enlarged. All the scales are applied. Why might this be happening?
Ive been searching for an hour or so, but wasn’t able to find an specific answer about this problem. I need to make animations moving the character’s root around for my game, so in place animations aren’t a possibility. For now, I moved just the root bone (whole character) in straight line to ensure it has the speed movement I need in game, but now I need to start to add the actual feet movement to this animation movement. It happens that both feet follow the root movement (obviously), even when one of them should be planted. I did find some information pieces around the web, but nothing fixed this problem for me. I really need a best workflow for this, cause fixing the feet position on frame by frame basis seems to be a very bad, not to mention time consuming, way to do things.
I even considered unparent the feet from the root, but I’m positive this will cause problems in Unity as I need to use Humanoid rig there, which presupposes that the whole bone chain is connected to a single root.
I’m using Blender 2.8 and my rig was genereted by Makehuman, with the optimized for game engines option checked.
Does anynone knows a good workflow for this case? Maybe I missed something in my previous searches, cause this doesn’t seems to be a big deal at all, it must have a better way to this..
Thanks in advance for any insights.
I have tried applying rotation and fixing origins but nothing is working. I have heard certain methods for fixing this involving importing the object as an fbx file into unity rather than just saving the blender file directly in unity, but I would really prefer not to do this as I want the advantage of realtime editing in blender, I have still not finished all of my animations
I am wondering if I can take a camera tracked camera from blender and import it into unity. Is there any way to do this? Please let me know! Thanks in advance.
I created a character in Blender with about I am using drivers because the regular Blend shapes seemed (unless I was mistaken–?) to interfere with all of my animations. When I export the FBX to Unity there is no deformation happening at all. How can I successfully import the blend shapes I made with the drivers? If I can’t, what can I do?
He instalado la versión 2.8 de Blender y al entrar en importar para importar un archivo
stl, no veo la opción, no se como se hace. Veo dos opciones.
Collada y Alembic
Como puedo importar los stl? Gracias.
I need to add additional Colormanagement into Blender2.8 there is existing Colormanagement directory. I can remove it and copy new colormanagement.
Snap Virtual mount always show 0 space. I just need to replace colormanagement folder but short of space.
I have been working with Blender for quite some time. Now I would like to go from Blender 2.79 to Blender 2.80. However, this gives a problem with the installation of on my Ubuntu 18.04 Packerd-Bell EasyNote TK. Laptop;
Laptop: Packerd Bell – EasyNote-TK85 Memory: 3.5 GiB Processor: Intel® Core ™ i3 CPU M 380 @ 2.53GHz × 4 Graphic: Intel® Ironlake Mobile GNOME: 3.28.2 Bit: 64 bit Hard drive: 487.3 GB
Blender 2.80 seems to install from the Ubuntu Software store, but do not start when switching on with the blender Icon that does appear. Nothing happens. Blender 2.80 does not appear in Synaptic. And with the help of PPS installation from Thomas Schiex this also doesn’t work. Of course I always uninstall the previous version. Strangely enough, Blender 2.80 installed flawlessly on my wife’s Dell laptop;
Laptop: Dell Inspiron N5110 Memory 3.8GiB Processor: Intel® Core ™ i3-3210M CPU@2.10GHz x 4 Graphic: Intel® Sandybridge Mobile GNOME: 3.28.2 Bit: 64 Hard disk 491.2 GB
I have installed Ubunt 18.04 agains to make sure it is a clean installation. “Software updates” indicates that no additional drivers are required. Does anyone have an idea what could be wrong with the PackardBell Easynote? Then I would like to hear it.
Thanks in advance.