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Type: Posts; User: RebelHill

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  1. Replies
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    You can adjust the bone size simply by selecting...

    You can adjust the bone size simply by selecting them all and changing the size option in the bone properties panel.

    As for Tposing... try just setting all the bones rotations to 0,0,0... may...
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    Make sure to give this a look for some ideas of...

    Make sure to give this a look for some ideas of the kinds of controls you might want to implement..


    https://www.youtube.com/watch?v=DGG9TGJ9tWc

    Also, tbh, given LWs wonderful hair tools... if...
  3. You're missing nothing, it cant be done. Only...

    You're missing nothing, it cant be done.

    Only option is to have multiple copies of the actual character setup, time offset those from each other, and create instances of each.
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    Its a piece of cake... you just export the...

    Its a piece of cake... you just export the "example" mesh in faceshift, via fbx... model the same set of morfs on your character in LW, and copy over the morf mixer. Done.

    But FS is basically...
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    No... it's obsolete (well, sort of). They...

    No... it's obsolete (well, sort of).

    They changed the IK solver in 9.6 after those tuts were made. The controls and options from previous versions are all still there the same, but the underlying...
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    How typical... you set up 120 SLRs to take...

    How typical... you set up 120 SLRs to take someones photo and they blink.
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    MB is a camera effect... as such, the only real...

    MB is a camera effect... as such, the only real fix is more camera samples. For extreme blurs, they might need to go very high (like 100+). Ofc, that'll be something of a killer rendertime wise, so...
  8. Thread: Clouds.....

    by RebelHill
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    1,507

    What about them looks wrong?

    What about them looks wrong?
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    2019? Yes, though you'll have to build your own...

    2019? Yes, though you'll have to build your own material using the material components, where the specular units have their own colour input.
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    Yep, there was a whole thing here too... ...

    Yep, there was a whole thing here too...

    https://forums.newtek.com/showthread.php?159187-Transparent-edges-planets-atmosphere-problem
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    Oh yeah... so he is... muh, dimebar.

    Oh yeah... so he is...

    muh, dimebar.
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    Reflection samples are the only thing that make a...

    Reflection samples are the only thing that make a direct impact from that perspective, the other sampling and ray options are largely meaningless... with a few small exceptions...

    The fireflies...
  13. Thread: Clouds.....

    by RebelHill
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    I guess you're talking about the fog/clouds you...

    I guess you're talking about the fog/clouds you get forming in the valleys between hills and mountains...

    If so, and presuming youre doing the terrain with displacement maps, then you can use that...
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    Yep... pose tools are in the free version... work...

    Yep... pose tools are in the free version... work fine with genoma or any other type of setup or rig... just gotta understand the options...
    ...
  15. Thread: Lw 2019

    by RebelHill
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    Here too... ...

    Here too...

    https://www.youtube.com/playlist?list=PLTds3QePYrWFKQSaSWGMnKF7-4W84I5Tz
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    Polished concrete can be kinda shiny... but most...

    Polished concrete can be kinda shiny... but most of the time, its going to be quite rough, and you'll likely find that using true spec with high roughness unnecessary for such a surface. Instead, try...
  17. You wont get things looking the same because the...

    You wont get things looking the same because the rendering systems are quite different... though you can get quite close.

    This'll guide you through some of the basics, including some examples of...
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    Specular in principled has built in fresnel, and...

    Specular in principled has built in fresnel, and anything with even the slightest amount of reflectivity, will have a strong effect at glancing angles (depending on roughness). There are a few things...
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    Dont think youre missing anything, aside from...

    Dont think youre missing anything, aside from that different folk have different personal preferences in how they work. Personally, I prefer working as you describe, mostly, but that's just me.
  20. Thread: Worm

    by RebelHill
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    Well... I've seen enough hentai to know where...

    Well...

    I've seen enough hentai to know where this is going.
  21. Thread: Worm

    by RebelHill
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    Its just a series of repeating lines down the...

    Its just a series of repeating lines down the length of the body... you dont need images, you can do it with procedurals. Also, a worm doesnt have "that" look... that look is a series of overlapping...
  22. Thread: Worm

    by RebelHill
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    Thats not a worm, its a millipede... However,...

    Thats not a worm, its a millipede... However, assuming a worm is what you want, then yes, a cylinder is basically it... the rest is texturing. You could model in some of the segmentation detail, but...
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    Not really there won't be, Id expect... it's too...

    Not really there won't be, Id expect... it's too specific a case. That said, its just a case of dragging points around in the UV space to map to the object.
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    Yeah... your image needn't be black or white...

    Yeah... your image needn't be black or white pixels only. If you have shades of grey in there, then anything over 50% is treated as white, and under as black.

    Otherwise, you can just use a map to...
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    Transparency 100, refraction index 1. Or just use...

    Transparency 100, refraction index 1. Or just use object dissolve.
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