diff --git a/content/model-creation/modeling-and-sculpting.md b/content/model-creation/modeling-and-sculpting.md
index c31d2168..7eaef8b6 100644
--- a/content/model-creation/modeling-and-sculpting.md
+++ b/content/model-creation/modeling-and-sculpting.md
@@ -5,7 +5,7 @@ date: 2024-09-18
enableToc: true
---
## Overview
@@ -26,13 +26,13 @@ My workflow between ZBrush and Blender can be found [here](https://github.com/Ep
- ⚪ for ZBrush actions
- 🔵 for Maya actions
- 🟣 for Plasticity actions
-- `Blocks` to indicate a hotkey
-- _Italics_ to indicates a menu paths & menu items
+- `Blocks` indicate hotkeys
+- _Italics_ indicate menu paths & menu items
-To prevent learning and building bad muscle memory, only viable methods and good practices will be shown to achieve a specific action. In addition, menu location won't be listed if those actions have hotkeys, which should help keep things more digestible. Although at first all the hotkeys might seem overwhelming, one quite quickly with frequent use, gets accustomed to them, and in the long run they will mayorly speed up ones working speed.
+To prevent learning and building bad muscle memory, only viable methods and good practices will be shown to achieve a specific action. In addition, menu location won't be listed if those actions have hotkeys, which should help keep things more digestible. Although at first all the hotkeys might seem overwhelming, one quite quickly with frequent use, gets accustomed to them, and in the long run they will majorly speed up ones working speed.
**Remapping Keys?**
-One should try to keep hotkey remapping to a minimum, and only remap things that are necessary because of ones hardware setup for example. The reason for that, is that when using complex software like these, it's good to be as close to stock as possible. This allows one to immediately work on any machine without having to set up everything first and when software evolves over the years, it often changes how workflows and features work, adding removing and changing hotkeys, in which case managing ones own custom hotkeys can be a pain, especially when using lots of 3D software.
+One should try to keep hotkey remapping to a minimum, and only remap things that are necessary because of one's hardware setup for example. The reason for that, is that when using complex software like these, it's good to be as close to stock as possible. This allows one to immediately work on any machine without having to set up everything first and when software evolves over the years, it often changes how workflows and features work, adding removing and changing hotkeys, in which case managing ones own custom hotkeys can be a pain, especially when using lots of 3D software.
Lastly, as this page is quite long, make use of the table of contents on the right (pull window bigger if it's not visible).
@@ -200,15 +200,15 @@ _ToDo: Add 🟠 and 🔵 equivalent._
Despite its name, ZBrush's selection tools are actually visibility management tools.
-| Functionality | Hotkeys & Notes |
-| :-----------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **Isolate Selected** | 🟠 **Local View** (`^`) Only works on objects.
🔵 **Isolate Select** (`Ctrl` + `1`) Works on objects and components.
⚪ **Solo Mode** (_Transform > ..._) |
-| **Hide** | 🟠 **Hide Selected** (`H`)
🔵 **Hide Selected** (`H`)
🔵 **Hide Un-selected** (`Alt` + `H`)
⚪ **Hide Selected** (`Ctrl` + `Shift` + `ALT` + `LMB-drag`)
⚪ **Hide Everything Except Selected** (`Ctrl` + `Shift` + `LMB-drag`) |
-| **Invert Hidden** | ⚪ **Invert Selection** (`Ctrl` + `Shift` + `LMB-drag` _on canvas_) |
-| **Increase Hidden** | ⚪ **Grow & Shrink Selection** (`Ctrl` + `Shift` + `S` / `Ctrl` + `Shift` + `X`)
⚪ **Grow Selection By Polygroup** (`Ctrl` + `Shift` + `Q`) Fully reveals all Polygroups that are partially visible.
⚪ **Grow Selection By Connected Mesh** (`Ctrl` + `Shift` + `A`) Reveals all polygons connected to currently visible polygons. |
-| **Un-hide** | 🟠🔵⚪ **Un-hide Selected** (_Press eye icon in outliner_)
🟠 **Show Hidden** (`Alt` + `H`) Never use this in object mode, as it reveals every single hidden object in the file. There are better ways of managing visibility.
🔵 **Show All** (_Display > Show > All_)
⚪ **Un-hide All** (`Ctrl` + `Shift` + `LMB-click` on canvas) |
-| **Masking** | 🟠 **Masking Brushes** (_sculpting mode_ + `T` or `Shift` + `Space`)
⚪ **Masking Brushes** (`Ctrl-hold `_> press mask brush icon_) `Alt` makes the actively drawn mask subtracts instead of add. `Space-drag` moves masking shape. For _Mask Curve_ `Alt` adds bézier curve, while `Alt` + `Alt` adds sharp curve. `Ctrl` + `RMB` in viewport, inverts mask. `Ctrl` + `RMB-drag` _> In Viewport_ removes entire mask. `Ctrl` + `RMB` _> On Model_ softens the mask. With Transpose Brush (`W`) active, `Ctrl` + `RMB-drag` on the mesh, to fill it with a mask from a specific direction. |
-| **Advanced Masking Menu** | 🟠 **Mask Menu** (_Mask_)
⚪ **Masking Menu** (_Tool > ..._) _Mask Changed Points_ for example is a great tool. |
+| Functionality | Hotkeys & Notes |
+| :-----------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
+| **Isolate Selected** | 🟠 **Local View** (`^`) Only works on objects.
🔵 **Isolate Select** (`Ctrl` + `1`) Works on objects and components.
⚪ **Solo Mode** (_Transform > ..._) |
+| **Hide** | 🟠 **Hide Selected** (`H`)
🔵 **Hide Selected** (`H`)
🔵 **Hide Un-selected** (`Alt` + `H`)
⚪ **Hide Selected** (`Ctrl` + `Shift` + `ALT` + `LMB-drag`)
⚪ **Hide Everything Except Selected** (`Ctrl` + `Shift` + `LMB-drag`) |
+| **Invert Hidden** | ⚪ **Invert Selection** (`Ctrl` + `Shift` + `LMB-drag` _on canvas_) |
+| **Increase Hidden** | ⚪ **Grow & Shrink Selection** (`Ctrl` + `Shift` + `S` / `Ctrl` + `Shift` + `X`)
⚪ **Grow Selection By Polygroup** (`Ctrl` + `Shift` + `Q`) Fully reveals all Polygroups that are partially visible.
⚪ **Grow Selection By Connected Mesh** (`Ctrl` + `Shift` + `A`) Reveals all polygons connected to currently visible polygons. |
+| **Un-hide** | 🟠🔵⚪ **Un-hide Selected** (_Press eye icon in outliner_)
🟠 **Show Hidden** (`Alt` + `H`) Never use this in object mode, as it reveals every single hidden object in the file. There are better ways of managing visibility.
🔵 **Show All** (_Display > Show > All_)
⚪ **Un-hide All** (`Ctrl` + `Shift` + `LMB-click` on canvas) |
+| **Masking** | 🟠 **Masking Brushes** (_sculpting mode_ + `T` or `Shift` + `Space`)
⚪ **Masking Brushes** (`Ctrl-hold `_> press mask brush icon_) `Alt` makes the actively drawn mask subtracts instead of add. `Space-drag` moves masking shape. For _Mask Curve_ `Alt` adds bézier curve, while `Alt` + `Alt` adds sharp curve. `Ctrl` + `RMB` in viewport, inverts mask. `Ctrl` + `RMB-drag` _> In Viewport_ removes entire mask. `Ctrl` + `RMB` _> On Model_ blurs the mask, while `Ctrl` + `Alt` + `RMB` _> On Model_ sharpens the mask. With Transpose Brush (`W`) active, `Ctrl` + `RMB-drag` on the mesh, to fill it with a mask from a specific direction. |
+| **Advanced Masking Menu** | 🟠 **Mask Menu** (_Mask_)
⚪ **Masking Menu** (_Tool > ..._) _Mask Changed Points_ for example is a great tool. |
## Duplicating & Repeating
diff --git a/content/my-setup.md b/content/my-setup.md
index 4b7dfe11..f0694ae6 100644
--- a/content/my-setup.md
+++ b/content/my-setup.md
@@ -4,9 +4,10 @@ enableToc: true
---
## Utility Software
+_Full list of art software [[art-software|here]]._
-- Reference Board: [PureRef](https://www.pureref.com/) and [VizRef](https://vizref.com/) for my tablet
-- Reference Manager (through tags): [Eagle](https://en.eagle.cool/) (far better than Adobe Bridge in every way), [Adobe Bridge](https://www.adobe.com/products/bridge.html). I highly recommend managing reference art with tags, a lot of issues arise with folders
+- Reference board: [PureRef](https://www.pureref.com/) and [VizRef](https://vizref.com/) for my tablet
+- Reference manager: [Eagle](https://en.eagle.cool/) (Far better than Adobe Bridge in every way. I highly recommend managing reference art with tag based methods, a lot of issues arise with regular folders).
- Screenshots: [LightShot](https://app.prntscr.com/en/index.html), [GreenShot](https://getgreenshot.org/), `Win + Shift + S`, `Print key`
- Color Picker (from ref): [Windows Power Toys Color Picker](https://learn.microsoft.com/en-us/windows/powertoys/color-picker), [JCPicker](https://annystudio.com/software/colorpicker/). Art software often has a built-in color picker
- Color Palette Picker: [Coolors](https://coolors.co/), [Lospec](https://lospec.com/palette-list), [Adobe Colors](https://color.adobe.com/create/color-wheel)
@@ -17,28 +18,35 @@ enableToc: true
## Project Folder Structure
Always keep your project files organized. And use the same folder structure among your different projects.
->[!example] Example
->📂Modeling-Sculpting
->└── 📂Blender
->└── 📂Blender
->└── 📂ZBrush
->└── 📂Exports
->📂Ref
->📂Renders
->📂Texturing
->└── 📂MarmosetToolbag
->└── 📂SubstancePainter
->└── 📂3DCoat
+>[!example] Example structure
+>📂Projects
+>└── 📂Astro Girl
+>└──── 📂Reference
+>└──── 📂Textures
+>└──── 📂Low
+>└──── 📂Rigged Character
+>└──── 📂Renders
+>└──── 📂Other
+>└──── 📂Blender
+>└──── 📂ZBrush
+>└──── 📂Marmoset Toolbag
+>└──── 📂Substance Painter
+>└──── 📂... names of other software used
+>└── 📂Divine Paladin
+
+>[!info] Some notes related to this structure
+>
+>Don't have the textures in the folder of your texturing software and rather have them in their own "Textures" folder. This is because one will likely edit the textures in multiple software like the texturing software as well as Photoshop, and often also use them for the final portfolio showcase or select them in a game engine. The "Low" folder is used for the retopologized model. One will have to export often into here for baking in Marmoset or if some changes to the model need to be re-imported into Substance Painter. A "Rigged Character", "Final Character" or whatever one wants to call it is also a good folder to have, if one is working with a game engine like Unreal.
## The Hardware I Use
-- **Huion Kamas 22 Plus** _(21.5 inch - 1920 x 1080 (16:9) - 60Hz -140% sRGB Color Gamut (QLED) - Etched Anti-Glare Glass - Fully Laminated - 1200:1 Contrast Ratio)_
+- **Huion Kamvas 22 Plus** _(21.5 inch - 1920 x 1080 (16:9) - 60Hz -140% sRGB Color Gamut (QLED) - Etched Anti-Glare Glass - Fully Laminated - 1200:1 Contrast Ratio)_
- **iPad Pro 11 4th Gen** _(11 inch - 2388 x 1668 (7:5) - Dynamic refresh rate from 24Hz to 120 Hz (ProMotion) - P3 D65 Color Gamut (A P3 display where sRGB is properly mapped) - Liquid Retina panel - IPS - 600 nits - Fully Laminated - adjust color and intensity to match ambient light (True Tone) - anti-reflective coating (1.8% reflectivity))_
-- **64GB DDR4 RAM**
+- **64GB DDR4 RAM** (I plan on upgrading to 128GB as for specific things like high-res texture baking 64GB just doesn't cut it)
- **10 key less Mechanical Keyboard** _(Master keys 730 - Cherry MX Red Switches)_
- **Wireless Mouse with Infinite Scroll Wheel toggle** _(Logitech G502 X Lightspeed)_
- **DT 770 Pro** _(Studio Headphones)_
- **U-PHORIA UMC202HD** _(Sound Interface)_
-- **Windows 11** _(OS)_
+- **Windows 11**
- **Sapphire Pulse AMD Radeon RX 5700 GPU** _(8GB VRAM - 1.75 GHz Clock Speed - Release 2019)_
- **AMD Ryzen 9 5900X CPU** _(12 Cores - 24 Threads - 3.7 GHz-4.8 GHz Clock Speed - 7 nm - Release 2020)_
- **Samsung C32JG50 WQHD Monitor** _(2560 x 1440 px - 32 Inch / Zoll - 144 Hz)_
\ No newline at end of file
diff --git a/content/texturing/baking-and-texturing-prep.md b/content/texturing/baking-and-texturing-prep.md
index 9bd4188c..458473df 100644
--- a/content/texturing/baking-and-texturing-prep.md
+++ b/content/texturing/baking-and-texturing-prep.md
@@ -42,6 +42,7 @@ Normals and shading are very important and will dramatically alter the bake if h
_video by [Marmoset Toolbag](https://marmoset.co/posts/toolbag-baking-tutorial)_
This will result in normals pointing in the wrong direction like this:
+
![[image-2024-01-12-17-29-22.jpg]]
(1 bad normals, 2 good normals) _image by [EarthQuake](https://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details)_
diff --git a/content/texturing/baking.md b/content/texturing/baking.md
index f0d8ea34..97ef6520 100644
--- a/content/texturing/baking.md
+++ b/content/texturing/baking.md
@@ -10,7 +10,7 @@ description:
## Where to Bake
-Marmoset Toolbag yields the best bakes and has the best tools for troubleshooting bakes. Followed by Marmoset, Substance Painter also gives acceptable results. Stay away from most bakers that are integrated in 3D modeling software. Blender is a good example for that. It's possible to bake in it with some add-ons. But the results are so bad and the workflow is totally unoptimized. Don't bake in Blender if you care about your time and sanity.
+Marmoset Toolbag yields the best bakes and has the best tools for troubleshooting bakes. It's also able to bake highs with extremely high polycounts (50-100 mil) without crashing. Substance Painter also gives acceptable results, but one has a lot less control over the bakes. Stay away from most bakers that are integrated in 3D modeling software, Blender being a good example of that. It's possible to bake in it with some add-ons. But the results are so bad and the workflow is totally unoptimized. In short, of you care about your time and sanity, don't bake in Blender.
## Reasons for Ambient Occlusion Maps Looking Bad
- High poly mesh not high enough
@@ -23,7 +23,7 @@ Marmoset Toolbag yields the best bakes and has the best tools for troubleshootin
If your AO map has grid like lines, it's because the low mesh isn't high enough. If one then however increases the topology resolution of the low mesh, it fixes the grid line issue, but creates new problems, like terrible looking edge bevels in the AO map. This is indeed such a big problem, that not even Riot Games has clean AO maps for their League of Legends champions. This is the AO map from Pyke's mount; Nensi.
### Example of Riot Games Messing Up Their AO Maps
-If you want to take a look for yourself, you can officially download the model and texture maps for Pyke and Akali from Riot's [page](https://www.riotgames.com/en/artedu/character-art).
+If you want to take a look for yourself, you can officially download the model and texture maps for Pyke and Akali from [Riot's page](https://www.riotgames.com/en/artedu/character-art).
![[Pasted image 20230604230247.png|500]]
_(The image was brightend for better visualization)_
diff --git a/content/theory/art-software.md b/content/theory/art-software.md
index 69f04015..c7eaa1e7 100644
--- a/content/theory/art-software.md
+++ b/content/theory/art-software.md
@@ -133,21 +133,22 @@ I won't mention ZBrush and Photoshop, as every single studio no matter if game o
Game Studios:
-| Studio | Software |
-| :------------: | :------: |
-| Riot Games | Maya - 3D Coat - Photoshop - Unity - Rizom UV |
-| Capcom | Rizom UV |
-| CD Project Red | Rizom UV |
-| Blizzard | Rizom UV |
-|Ubisoft|Rizom UV
-| Guerrilla | |
-| Square Enix | |
-| From Software | |
-| EA | |
-| Naughty Dog | |
-| Atlus | |
-| id software | |
-| | |
+| Studio | Software | Engine |
+| :-----------------------------: | :------------------------------------------------------------- | :----------- |
+| Riot Games | Maya, 3D Coat, Photoshop, Rizom UV | Unity |
+| Ubisoft | Maya, 3ds Max, Substance Painter & Designer, Blender, Rizom UV | Anvil, Dunia |
+| Massive Entertainment (Ubisoft) | | Snowdrop |
+| Capcom | Rizom UV | |
+| CD Project Red | Rizom UV | |
+| Blizzard | Rizom UV | |
+| Guerrilla | | |
+| Square Enix | | |
+| From Software | | |
+| EA | | |
+| Naughty Dog | | |
+| Atlus | | |
+| id software | | |
+| | | |
Other 3D Studios:
diff --git a/content/work_in_progress/blender-scripting.md b/content/work_in_progress/blender-scripting.md
new file mode 100644
index 00000000..e69de29b
diff --git a/content/work_in_progress/head-sculpting.md b/content/work_in_progress/head-sculpting.md
new file mode 100644
index 00000000..e69de29b
diff --git a/content/work_in_progress/procreate-texturing-specific.md b/content/work_in_progress/procreate-texturing-specific.md
new file mode 100644
index 00000000..f4779bb9
--- /dev/null
+++ b/content/work_in_progress/procreate-texturing-specific.md
@@ -0,0 +1,16 @@
+Why ProCreate texturing isn't used and what the devs can do
+
+It's so sad to see how basically no one uses ProCreate 3D texturing after it being out for over 2 years and how they completely floundered this great opportunity.
+
+The problem is that it's more targeted at hand painted texturing as realistic texturing requires a more robust software like Substance Painter (which is fine and would take far too much work to develop), but Procreate 3D is also unusable for hand painted texturing as they are unwilling to simply add in a flat shading mode (base color only). Doing hand painted work with HDRIs constantly on, is just not good in any way, and it's why one sees almost no stylized artists adopt this software into their workflows.
+
+I would love to able do hand painted work on the go, when I don't have access to 3D Coat or Substance Painter. So let's hope for the best.
+
+([https://folio.procreate.com/discussions/3/6/49783](https://folio.procreate.com/discussions/3/6/49783))
+
+
+
+Weissbad Appenzell Uli Winkler
+
+Dear Dad,
+wise bear leads sail in kinder land.
diff --git a/content/work_in_progress/to-add.md b/content/work_in_progress/to-add.md
index b1c473c9..4a0e1bb2 100644
--- a/content/work_in_progress/to-add.md
+++ b/content/work_in_progress/to-add.md
@@ -614,4 +614,8 @@ Blender: hold alt with most tools to navigate
talk about this
-https://blender.stackexchange.com/questions/253635/auto-rig-pro-knees-bent-backwards
\ No newline at end of file
+https://blender.stackexchange.com/questions/253635/auto-rig-pro-knees-bent-backwards
+
+
+
+https://www.artstation.com/blogs/shinsoj/VoZK/optimization-general-theory
\ No newline at end of file