If you still mind, I personally think your cracks are a little bit unrealistic, like they should be divided in even more cracks.. for example this image would be a good reference :) but all in all there is good work done right in here! :)
just offset anything that's mirrored in the UVW map by 1. so for example, it looks like the legs are mirrored, so select the UV's for one of the legs, and offset it by 1. then bake it out, and both legs should look fine in marmoset after that.
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Because one of these "oh I'd like to play some pc games but I dont understand pc requireents", they'd just go to the steam page for skyrim for example and see "runs very well on medium-range steam pc"
The answer to this question is maths. Lots of maths and code. Edit: If you're working in UDK, you're going to find there are a lot of things that UDK treats as 'default' that are going to get in your way. One such example is player collision cylinders; they cannot be rotated.
Functional fusion reactors or a future power source along those lines as its the gateway to tons of other technological jumps forward (faster, longer space travel for example). Also it solves any long term global energy problems.
This is a fairly crude and quick example, but does that mean you would do it something like this? Essentially having your low polygon model not being very accurate while focusing all your attention on the final high polygon result?
I think you should push the deformation of the head a bit more, take a look at the forehead for example, while he has some deformations at the moment the concept conveys way deeper grooves and lumps. Keep up the good work!
This is older, from UDK, but might help you. Specifically, the example height input texture is meant only to be used on a strip, but usually you want a tiled height map in your alpha. http://www.polycount.com/forum/showthread.php?t=100011
@carvuliero i'm not sure using a heavily made-up image with lots of contour work is a good example of cheek and chin transitions. Like, the lines you're referencing are literally painted on to the person, and aren't an accurate depiction of where the forms actually are.