VFace - Getting started with Amy Ash

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  • Опубликовано: 12 окт 2024

Комментарии • 25

  • @_D3adB0y_
    @_D3adB0y_ 2 года назад +3

    Thanks for taking the time to step us through the shader network. Super useful

  • @UcheOgbiti
    @UcheOgbiti 11 месяцев назад +1

    I cant stop checking out the UI/UX design of X normal

  • @NME10E
    @NME10E Год назад +1

    This is amazing!!! Thanks for sharing! Do you have any courses?

  • @maiwandhimmat1779
    @maiwandhimmat1779 Год назад +2

    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.

  • @jgreg9764
    @jgreg9764 2 года назад +1

    Thanks, Amy. Amazing work.

  • @stuartbunkell1337
    @stuartbunkell1337 2 года назад +1

    Looks awesome! 😃

  • @man4408
    @man4408 Год назад +1

    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?

  • @johnronald5960
    @johnronald5960 2 года назад +1

    Nice Output

  • @MarcioRabelo3design
    @MarcioRabelo3design 2 года назад

    Looks really good!

  • @biriani2855
    @biriani2855 Год назад

    Im having issues texture transfering exr files in mari. I keep getting these weirs staircase projections

  • @Myleh
    @Myleh 2 года назад +1

    Awesome

  • @yyin2612
    @yyin2612 2 года назад +1

    I tried the displacement map baked by Mari, xnormal It seems that pixel blocks will appear in ZBRUSH. Does anyone know why?

    • @fangdecg2627
      @fangdecg2627 2 года назад

      33/5000
      You check to see if there is another model, the LOD, which usually shows the wiring grid when rendered

  • @pedroschereibermunhoz750
    @pedroschereibermunhoz750 Год назад

    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

  • @dookie3k
    @dookie3k 2 года назад +1

    theres poor artist like me that can only afford Substance Painter (sad lol) It'll be some introduction for VFace for us?

    • @brandoncyoung
      @brandoncyoung 2 года назад +1

      nothing sad about substance.

    • @maiwandhimmat1779
      @maiwandhimmat1779 Год назад

      Why is that a problem? It substance has all that mari has?

  • @calebollivant9789
    @calebollivant9789 2 года назад

    What are the separate channels in the UTIL map? Can't find any info in the docs. Thanks

    • @texturingxyz
      @texturingxyz  2 года назад

      texturing.xyz/pages/vface-utility

  • @Xaia
    @Xaia 2 года назад +2

    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.

    • @AmyAsh
      @AmyAsh 2 года назад +1

      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
      @maiwandhimmat1779 Год назад

      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

  • @cwidd1929
    @cwidd1929 Год назад

    20:02 coat

  • @WeedAndCandy
    @WeedAndCandy 2 года назад +2

    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.