Hi polycount,
I have the pleasure to share with you my last personal work.
I had a lot of fun and some hard times but finally I show you the final result :-) I hope you like it. C&C are welcome.
NICE WORK!! really. There are, however, some things that could be improved. I see some seams here and there, which are probably caused by having different UV islands and a UV map projection of your layers in substance painter. You could try to remove part of this layers by painting a mask for them anywhere the issue happens. Another problem is the lack of ambient occlusions and shadows. There seems to be a lot of light that can be seen in places where it should be occluded. You should activate the GI option in marmoset. If it doesn´t work for you (my computer brokes with it), you could try another render like unity, which works for me. And the last thing I see is that the low poly model needs a lot of optimization. I see a lot of loops and quads that could be removed without affecting the shading.
Replies
There are, however, some things that could be improved. I see some seams here and there, which are probably caused by having different UV islands and a UV map projection of your layers in substance painter. You could try to remove part of this layers by painting a mask for them anywhere the issue happens.
Another problem is the lack of ambient occlusions and shadows. There seems to be a lot of light that can be seen in places where it should be occluded. You should activate the GI option in marmoset. If it doesn´t work for you (my computer brokes with it), you could try another render like unity, which works for me.
And the last thing I see is that the low poly model needs a lot of optimization. I see a lot of loops and quads that could be removed without affecting the shading.