I cant stop checking out the UI/UX design of X normal
@_D3adB0y_2 жыл бұрын
Thanks for taking the time to step us through the shader network. Super useful
@maiwandhimmat1779 Жыл бұрын
Really good and explanation but I have a question what about SSS map or the translucency map? You can’t have SSS all around your head model the map should define which areas are more translucent like ears, mouth, or nose head and can you please make a workflow around blender? It is extremely famous now and used by most people.
@NME10E Жыл бұрын
This is amazing!!! Thanks for sharing! Do you have any courses?
@man4408 Жыл бұрын
When baking the diffuse texture using xNormal, some areas between the eyes and mouth corners appear to be a bit problematic. Why is this happening?
@johnronald59602 жыл бұрын
Nice Output
@jgreg97642 жыл бұрын
Thanks, Amy. Amazing work.
@stuartbunkell13372 жыл бұрын
Looks awesome! 😃
@MarcioRabelo3design2 жыл бұрын
Looks really good!
@biriani285510 ай бұрын
Im having issues texture transfering exr files in mari. I keep getting these weirs staircase projections
@Myleh2 жыл бұрын
Awesome
@WeedAndCandy2 жыл бұрын
Hey Amy, thanks a lot. Was really helpful in many ways as I am trying to accomplish a good workflow atm for cinema with octane. One question: which inverted channel did you use for the roughness from the rgb utility map? Have a wonderful day and thanks again.
@yyin26122 жыл бұрын
I tried the displacement map baked by Mari, xnormal It seems that pixel blocks will appear in ZBRUSH. Does anyone know why?
@fangdecg2627 Жыл бұрын
33/5000 You check to see if there is another model, the LOD, which usually shows the wiring grid when rendered
@pedroschereibermunhoz750 Жыл бұрын
I was a bit disappointed that you don't get any iris when you buy your head assets, so you're really offering an incomplete product
@cwidd1929 Жыл бұрын
20:02 coat
@Xaia2 жыл бұрын
So why exactly are you rebaking the textures? You got reprojected topology with proper UVs and corresponding working textures already, all you have to do is reproject your original head secondary shapes to your new topology and you are done.
@AmyAsh2 жыл бұрын
Because in most studios you will have a standard human base mesh topology that the pipeline relies on for efficiency. For a personal project I don’t need to do use a different mesh, but fir the tutorial it’s important to show how to bake the textures to another mesh as a lot of professional users will need to do this 😊
@maiwandhimmat1779 Жыл бұрын
Hi they projection is not perfect and not 100% like your own mesh and the topology is also not like your own mesh so the baking is the best option and the projection is good when your mesh is only sculpted no clean topology and no UVs so can use the wrapped model
@dookie3k2 жыл бұрын
theres poor artist like me that can only afford Substance Painter (sad lol) It'll be some introduction for VFace for us?
@brandoncyoung2 жыл бұрын
nothing sad about substance.
@maiwandhimmat1779 Жыл бұрын
Why is that a problem? It substance has all that mari has?
@calebollivant97892 жыл бұрын
What are the separate channels in the UTIL map? Can't find any info in the docs. Thanks