Creating real-time clothes has always been my weakness, and I'm not sure if I have the proper workflow down for creating UV's for clothes with thickness. My current process is 1) Create a base in Marvelous Designer 2) Export out obj with thickness rendered 3) Retopo using quad-draw in Maya 4) Extrude result slightly inward…
It would be cool if the bike wasn't a complete mirror of one half to the other. You could start with the mirror as a base and then deform parts from there. Perhaps some parts are missing or broken? You could then use the textures to emphasise these areas which would in turn make it look more like a used bike opposed to a…
"I'm wondering where to start on making my game look like this. Let's say I used more modern mixamo like models with higher polys could I just downgrade textures and put them on newer models and get some of the effect or would that look terrible?" Well, why would you want to overcomplicate things to such an extent ? You…
Hi guys, I'm working on a project that requires completely sharp, non-antialiased ID maps. Any way to generate these in Marmoset 3 (or 4)? Nearest neighbour filtering or something similar?
Use base meshes, 3d scans, and 2d reference to help you understand what you are missing, but not as a "shortcut." You won't always be able to rely on pre-made stuff, so you've got to know what to do. Looks like the main thing wrong with that female head is lack of skull structure. Why not start with sculpting some human…