Sean Buckley

Results 69 comments of Sean Buckley

the results look very vibrant but not sure how it would apply to my shader https://archive.org/download/base-mesh-mb-lab/BaseMeshSubstancePacked.blend try this mostly because it's a complete overhaul of everything regarding shaders and textures...

Rigify will be used in 1.8.0's new base mesh as indicated by #277

this looks quite nice, but skin details like veins and pores seem to be lost with this technique, as well the skin close ups seem very dry and not soft...

using specific bump patterns for unique udim coordinates is a good way to revamp the skin shader to compete with baked solutions such as daz studio as the current shader...

Should note that unreal engine 4 does support udim textures, so udim texturing is much more universal and useful

@animate1978 that's how rigify rigs work in general, they allow for more cartoony animations however you can add constraints to better fit realistic animations/poses.

I made this a simple flow chart to explain it more simply. ![MB_LAB_PBR_BAKING](https://user-images.githubusercontent.com/45346421/68733185-b6e04c00-058a-11ea-95ec-4ec140526089.png)

Likely doesn't need much changing to be honest, it just so happens that blender's native baking features are a bit limited when it comes to custom shaders.

bump maps might also be neccesary

yesterday while using an experimental principled bdsf shader, i checked out the principled baker plugin and it properly bakes the skin shader