Or the Studio wasnt willing to invest time to teach you how to create a "working" char. The most valuable skill is to listen and learn fast. You dont have to learn rigging and animation. You just need to know what the rigger and animators need. Its pritty standard that you get a reference character to meet the tech specs…
Brief Your community member entries: (in no particular order) * Dorado * Hang li * sketchem * sacboi * aumramaram * fabi-g * shark2003 * kanga * klaimtrev * ayakiryu * pxgeek * iam717 * masslove * M҉I҉S҉C҉ * northoftherain * renanfab Poll only allows 10, so until we get a fix you can post it publicly below if none of your…
Perhaps you can use layers with anchors at the bottom of the stack and then use the anchored data instead of the import directly. When updating maps, you would (hopefully) only have to ensure that the maps in the bottom layers with anchors get updated.
i am the monster (but you let me right in) is a short story focusing on Kayn's past and lore, namely the events that unfolded after he decided to take Rhaast instead of destroying the weapon. It means to mainly show three things: Kayn's inner conflict and emotions and his relationships with both Rhaast and Zed, because…
'Ello, lovely world of the polycount marmoset interwebs. Let's get to the point. 1. Setting up a scene in blender, including stage, model and camera. 2. Exporting said scene with the posed model (posed armature) as .fbx. 3. Importing .fbx into marmoset. The model is back in T-Pose. Even if I apply transformation in the…
Interior done (for now), please do give any feedback on this, thank you! One major mistake I made is that I used a lot of 4k texture early on and now I’m running out of texture streaming budget. I’m currently getting the shimmering texture artefact on some of the props. I tried changing the anti-aliasing setting as well as…
I've been getting pretty great results from the Marmo 3 baker, so I wanted to use that to bake all my maps for use in substance Painter. When I load the Map in Painter, the shading on the seams isn't correct. But in Marmoset it looks flawless. So far I have tried: * flipping each channel of the normal map and rebaking, one…
I'm creating an XGen groom for a character which is working for the most part. The issue I run into is how some clumps seem to clump on themselves for lack of a better term. Take a look at the image below and you can see a few of those issues (the forest-ish green looking clump alongside the light blue clump on the…
Update ~ I ran into so many issues in Zbrush once I tried to make my normal/texture maps. I have no clue what's going on. Ffsdfsfsf -__-'' It creates a detailed normal map with the high rez details except it has these hard edges from the low rez. I can't seem to pin point the solution, it happens in both multimap exporter…