Really loving this so far, with a special place in my heart for the mosaic <3 The brightness gives it a nice cartoony upbeat feel, but often it's blowing out all texture detail on lighter materials and hurting the sense of contrast by blending everything together. Exmaple: http://i.imgur.com/FWV9lST.jpg You may want to…
looking pretty good so far, I did a super fast paintover for you (bit rushed), I think you got everything in the right places but just needs a little shifting around to get the proportions and shape right, might help to drop a subdiv or two to get the shape in easier. Main thing I saw was his back is too thick from the…
Not to deviate from the subject matter of this thread, but chatting in #md brought up one of the other vehicles on our property, as 1966 Morgan +4. This is likely to be the 'next big project' after the 'cuda is out of the way and one or two things are sorted out around the place (like a potential garage remodel). After our…
You're using metal/rough workflow in painter and trying to make it spec/gloss in marmoset You need a colour texture for specular reflectance and you need to change your painter file to support it - it not particularly difficult but first you'll need to understand what the difference between the two workflows is. That's…
I'm also looking to pick up a new monitor and I have a question. Currently I have an LG 20" 1680x1050 16:10, probably TN panel monitor. Now I want to get a larger monitor, probably 24" 16:9 1920x1080. My question is, should I bother with two different size, different aspect ratio monitors or would it be too weird? Does…
I'm not trying to be too picky, but the days when a texture MUST be a square power of two are long gone - back to the 3dfx days, really. Modern engines will support textures of any size, they just store them internally as the next convenient size - so a 200x300 texture, for example, will be stored as a 256 x 512. Since you…
First of all thanks for the advices! I tried it with the radiosity. The results are not too satisfying. Also it seems that the 3point shader lite I am using is not displaying the vertex paint in the viewport. Anyway, maybe I will try it with two UV-layouts. Do you guys have a quick explanation how I set up two UV-Layouts?…
I checked your mesh, and one big issue is the overlapping of the two "cross shaped" sides. You have different smoothing on the two sides - one side is smoothed and the another use hard edges, so basically they need different shading/normalmap. 2 options here... don't overlap them, or put that hard edge to the another side…
Hey, I like the design you have here. Some things I notice though: -The track width seems a bit narrow ( the width between the front two and rear two tyres.) Which would make the vehicle unstable on uneven surfaces. -IMO the car would look much better with wider tyres, perhaps just the rear ones 1.6x or so. I think then…
I believe he is referring to selecting and edge (or an edge loop) and splitting that 1 edge into 2 separate edges. (much like detaching an object from another, only in this case he is preparing it by the edge as a border between two meshes that are currently welded as one. @Killingpeople, I believe the easiest solution for…