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Showing content with the highest reputation on 06/22/2022 in all areas

  1. Hello again, I updated the description of my problem: I recently found this image and I think it really inspirating for a project I am working on. My goal is that I can use this kind of geometry as a looped background/plane. The waves should be moving organicly and also in height. My issue now is that I am not really knowing how to get the shading working. The goal is that I have this "paper/leather" texture for the bottom of the geometry and the "tip" of the geometry in a different material. Basicly the same as in the image. In the image I think, as others already said, it could be blending between materials. But I cant figure out a smart way to blend those materials. My current workflow Idea is to use a High Poly plane and use the Spline Deformer to create such waves. Maybe that is already the false idea to generate those shapes. I hope that my problem is now clearer than before. Thanks in advance for your suggestions
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  2. From the album: 2022

    Jiggly Puff fan art
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  3. Hey Erin, welcome to the Core 🙂 May your learnings be excellent and your 3D's rewarding ! CBR
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  4. Hi Guys Just wanna throw in my quick and dirty method for getting this done. I too find the square format a bit annoying and confusing when placing a non square image but you do have to suck that up if only to save your sanity. You can create and export a UV layer and all that good stuff but what I do is to screen grab the whole square in the UV layout, take that grab into pshop and crop it square. Then size that grab up to your desired res ( possibly the width of your artwork ) then just place your artwork to match the UVs, you can do that with a smart object of the first version and then you can just add the rest into that or stack them up directly in the square image. In the case above I would just move the UVs up a bit and maybe scale to give a bit of padding on each side, once you have this square image set up in pshop you just open it as a normal texture and drop it on, job done. I usually leave the UV layer in and just check it all lines up but it always dose if you have done a decent grab. Its a little crude but takes out all the placing and sizing in the UV edit environment and lets you sort that out in pshop. Just get the UVs correct before you screen grab the whole square and it works a treat. Deck
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  5. The bit you are showing is where you go to see it once it is loaded. You load it the first time under the menu top of left of that window. I don't have 21 installed anymore, but look for Load texture. From your example above I thought that DID look square, but if it isn't the UV canvas will assume the proportions of the imported image, which is not helpful if you are trying to make text appear at correct uniform size... You should make the canvas of your artwork square to avoid these problems, which does not defeat the purpose of what you are trying to do if you don't alter the proportions of the artwork, just the canvas size. CBR
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  6. Thanks Cerb. I remember why I never looked into it further now - it's because as soon as I hear the words 'UV Edit' or 'Bodypaint' my brain substitutes the words: 'No, there's no way to do it - forget it' 🙂 But with a more positive attitude - is this what you mean?
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  7. Hi Christoph. Please don't delete / remove posts as soon as you find the answer - they might be of help to someone else, which is the whole point of the forum ! So please do another post here sharing the answer you found ! Did you solve it using the blend mode of the cloner for example ? CBR
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  8. I had hoped, I had made sufficiently clear that I was mentioning these options for completeness sake, only (and partly for the joke). But yes, I have indeed used the second before. If a project is only complex enough and the hierarchy in OM gets deep enough, there is a, admittedly rare, use case. BUT even then you can reach similar effect with dragging a parenting Null to the HUD. Or by using layers to hide parts of the hierarchy in OM. Many roads leading to Rome, I guess.
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  9. Since that last release, Corona has the Slicer material. After using it for a few months, I don't think I could go back to using a renderer without it ever again. The video below is a bit prosaic. But I find a lot of uother uses for it. (Capping liquid at varying angles. Bites out of food etc.
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