What do your high-poly and low-poly meshes look like? If you have a high-poly mesh that corresponds to your tilable texture, and if your tilable texture is planar enough, you could just bake the normals for that part of the high-poly mesh to a plane that's UV-mapped to that part of UV space. Or, just duplicate and separate…
I might be tottally wrong here so somone else please chime in if you know better, but its my understanding that gloss maps are just another way to simmulate the reflectivity of a surface. This is one of the better images I have found describing this: To be clear I DID NOT MAKE THAT IMAGE, its part of a great art tutorial…
Oh thanks for second guessing that, even if it might be unrelated to the issue. I couldn't find much about what shader to use for what situations. The character is for real-time use in unreal and marmoset with the PBR roughness workflow. The charcter won't have any alpha transparency, but some parts are glass. So you're…
Someone on your mod team needs to take the role of art director. Style guides are good for the team to see a common visual goal and stylization. The most useful thing I have found working for art directors is when they have a catelogue of images pertaining to the part of the game I am working on, this could be stills from…
Automation toolkit is basically impossible to download unless you have an enterprise license. This is part of Adobe's effort to eliminate any sort of automation or efficiency in game development (i guess we should be glad they're not charging 30k a year for it anymore) You can use the in editor scripting API to do quite a…
I just think that having a poly limit for baking is something that Marmoset should try to overcome at some point, even if one does a good job in ZBrush to not overdue it with topology, there are just sometimes projects that have so many objects, and / or with small details, where one simply can't get away with sub 50mil…
Hey, so I am working on a hallway based on this concept: and this is where I am out so far on the blockout (still in Max) NORMALLY i wouldn't bother showing it at such an early stage since there probs. isnt much to crit, however I'm throwing this up here cause I'm confused as how to interpret a bunch of parts of the…
DWalker : I agree with all the differences you pointed out. I think it might have been hard not to lose the 100% focus on the shapes and anatomy, and when I spotted some of them it was somehow too late ahah .nL : Thank you for your warm feedback ! It comforts me in the fact I didn't aim too far aside. Agree on the…
a second uv set is more mesh memory and generally harder to place and manipulate than decals decals are generally more expensive to render, involve an extra material, can lead to sorting/depth related artefacting and are generally more work to manage. modular construction makes sense if you need to repeat a lot of…