I also think the 100K limit should be lifted while I do like to bake in Modo, I find baking in Substance Painter much quicker. It's not a issue for me since I have a commercial license but you'll quickly hit that 100K limit if you need to bake in SD/SP, this makes Modo indie not very pipeline friendly.
S Painter for me. So simple to set up and iterate, and be instantly ready to texture. I'm also curious why you'd want to bake 128k? This would be where udims come in. None of the game industry aimed apps can do it(SP udims are not truly integrated yet) Zbrush or Mudbox can bake that res using udims.
Hey thanks for sharing. Its really cool of you. I think im convinced to learn SP. Anyways, all you need is dirt and grime. A really dark thing on the ceiling from the smoke of baking would be cool. Some dirt on the base of the cabinets. tables and chairs ? A tv menu would be nice too. Good luck ! :D
Haven't updated in a while, I decided to stay with marmoset after looking into and trying ue4.I have completed the lp ,uvs and and bakes of everything. I've started with the armor textures today in SP. Quickly threw them into marmoset to do a quick preview there. Some normal details are a bit too strong yet. I've only…
@Finnn Thanks for the comment and suggestion :) You've got a point, the variation could really make a difference by looking more natural. For other details and some textures like the wood, i was hoping to do them in SP while texturing and not by adding those details in the sculpt directly, not sure which would produce the…
Pipeline. High poly or low poly first? Full retop or mesh cleanup? Tiling textures, atlases, baking in xNormal vs. SP vs. zBrush, the list goes on and on. I still think it will be years before I come up with a solid workflow and even then some new tool will come out to make the whole process even more convoluted.
[ QUOTE ] I like the silhouettes better than the larger design. Juat My 2 cents. Nice Mech... er walker! [/ QUOTE ] yeah, the sillhouettes (sp? im retarded tonight) were more of a near future design. the final design is more of a distant future. im goign to model both though, a distand and then a near future WALKER
Hello, Tripmine studios team is looking for talented individuals who would help us with the development of Operation Black Mesa (Remake of Half-Life: Opposing Force) and/or Guard Duty (remake of Half-Life: blue shift). About Operation Black Mesa As already stated, OBM is a complete remake of Opposing Force for Source…
Hello ! I think this is my first time posting on polycount even though I have been reading those forums in and out for a while now. I wanted to share with you guys my first attempt at a real-time asset, under 5 k polys, baked in SP and rendered in marmoset. Also critics are absolutely welcome ! Val turntable here…
Not that it's absolutely impossible. There is triplanar projection after all. Still in many cases where UV input is in use to generate/scale procedural features it would create corresponding inconsistent size and feature stretching based on your "weighting". Even non-square textures are somewhat a problem. Projection…