Yes, the ear bones are connected to the head. I just realized that the ear bones were not connected to the head in the video, when you moved the head. Thank you for your quick reply.
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Analogy: 3D Art
Illiterate: You don’t know the difference between a vertex and an armature.
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That’s Brilliant (very funny 🙂 )! I like you’re analogy. For learning i’d say, don’t forget to experiment! Experimenting with various features you can learn and improve your understanding of they’re usage. And just be amazed what Blender can do. That’s also part of the learning process, not “just” watching the video’s. From experience, i’ve found various fancy things in modelling, texturing and shading that are worth remembering. If i get this “wow”-moment, i just take a screenshot of the settings so i will not forget it later. Because there are so many things to learn and combine, making a kind of library of (digital)notes and images may help you in the future and possibly re-understand things you’ve forgot.
In the matter of shading, its particulary useful to make a central Blenderfile with interesting materials. Like wierd texture combinations, glowing or transparent Fresnell and radomized circlepatterns.
You’ve stated that you’re not sure what direction you would want to go (maybe modelling) and you’re time is very valuable from what i understand. Perhaps its helpful for you to formulate a goal for the long run and make a checklist of the courses and learning flows wich help you to achieve it. It helps you to guide you to what you want. Atleast that’s what im doing, as the’re are so many things to see. Plus i also keep track of all previous activities to atleast be able to reflect back. Otherwise i’ll just wonder what the heck im doing these 2.5 years. Maybe that also works for you.
Guess, i didn’t read properly. Thanks for the reply anyway.
Hello Wayne,
Thank you very much for your reply and the link for the livestream. I’ll save it for future shader experiments.
So it is possible! Really cool, but yeah so suprise there it being difficult.
“You will need to render the project in a video format at the last step (final version), but generally while you are working on the project you will benefit from using images sequences. This makes it much faster when you only need to change a few frames you only need to render the few frames that you changed rather than the entire thing. “
That’s actually smart to do so. Saving (rebder)time and such. I was really hoping you would provide more indepth information about the questions. And you did, so thank you very much!
The file contains all of the work of the Shader Forge so far. The top row are the Tutorial materials, the bottom are experiments: https://www.dropbox.com/s/wamyyb4lab0rky7/Shader%20Forge.blend?dl=0
Do you wish to view the file yourself? So you can tinker around. I only followed the Jellyfish tutorial, PBR and this tutorial till now :D.
Setup from the source object: https://i.imgur.com/C4KK30Z.png
Setup of the target object: https://i.imgur.com/IUP1CRi.png
I wonder if you could also bake normal maps to other normal maps, if you connect them to diffuse for baking. While having them to work normally.
I just discovered, that you need to connect the Image Texture Node with a Diffuse Node and then the bake works fine.
Edit: the Diffuse Node should be connected to the material Output.
That Works :D! For proper rotation you only need to divide the texture resolution by the centre of the island, put those numbers into the UV centre + 2 emptys, rotate the “to” in Z.
Thanks Jonathan!
I checked Animall and tinkered a bit. It does indeed animate individual islands (i tried to rotate 2 360deg), but it also auto-scales the islands while rotating them. Have you got experience with the addon or know someone who does have experience with animating rotating UV’s? Beacuse i only want the rotation to happen without a change in scale.
The Modeling Weapons for a First Person Shooter would also be a good option.
Im not sure if this works, but have you tried hiding the parts with you don’t want to paint? Just select the faces you want to paint, then Ctrl+i (invert selection) and then H (hide). Try that, maybe it will help.
Sometimes i also play music while doing the more repetitive work. But mostly is too much of a distraction. Thinking about modelling strategies and/or how i would want to shape the model, while nice/relaxing music is played, is not really a brilliant combo.
Wow, thanks for the fast & thorough reply!
So if i get you right, if you would want to use the colourramp as a factor for a mix shader, you should use the Aplha (grey node) to lock it into the Factorslot of the Mixnode.
we’ve recently added the function to copy URL video timestamps.
Thanks!
Placing some rivets in the gap between boards is poor construction 😅
Ahh, i see what you are doing here. You just want to make you chest more invitive to open for pirates 😉