Hello Polycount, I'm having a bit of a problem baking some normal maps out of Topogun that I'm hoping someone can help me with. The normals seem to have some sort of extreme red blue....weirdness that is making really apparent seams when applied to the texture. I've attached the normals straight from Topogun, Marmoset…
Brian "Panda" Choi I was unaware of SP2 not being set for Legacy. PBR = physically based rendering.. legacy = outdated Might you have any suggestions for Legacy Rendering, i.e. program to use? or settings in SP2? I haven't found a legacy set up for sp2 yet but I'm still digging @Alemja I'm not 100% on the Alpha 1 bit. a 1…
Update 2-27-2017 I finished up a video fly through finally! Check it out https://www.youtube.com/watch?v=pwtD_fCq3Oc Hey everyone! I'm always drooling over all of the awesome artwork on this site. You guys definitely motivate me to keep pushing, when I see a lot of the work on here. I don't post on here as much as I should…
Hello fellow Counters of the Polys, My UV game is mad weak, that is to say, I have not changed my UVing methods since my third year of college and I'm beginning to feel my Archaic and Obsolete knowledge of the subject matter to be a constricting force. Not to mention a sap on my creative capacity and a serious time…
Some might remember some of my low res planes from ages ago. This is what they are for. A relatively slow-moving project (though totally noncommercial, and in fact the first openGL project the programmer has ever done... and second game he's ever worked on, so from my perspective, a pretty good achievement) which is…
Great work man. Colors, lighting and overall visual style balance are very cool as to me ;) For now i've got 2 comments: 1) leafless trees need some more work. They have too few branches. Cone-like trunk is too evident and branches look right away as flat poly with alpha because there are not enough of them. Moreover,…
lol, the teapot is one of the standard primative shapes you can make in most 3d apps I agree with the guys above, you need to work on making the model look more wearable. I have found that using a biped or a lowpolly model and making each piece of armor "fit" before moving on to the next piece really helps the flow and…
Hi all trying to solve a CAVITY map generation and im a bit struggling here. the Xnormals generate exactly what i need regarding CAVITY map but somehow i cant work out few things ( multi-UV-texture models ) ( if someone know a similar results in another app im like to hear and use that ) I have a model of a cave and need…
Forgive me, I'm relatively inexperienced in baking, marmoset, prop making...just everything. lol Anyways, I'm in Marmoset with a dagger I've modeled in Blender and I'm trying to bake the hipoly to the lopoly. Everything else has worked beautifully except for this hilt. The closest accurate bake that I've managed to get is…
Art, I like what you have done so far but I think you would see far better results if you rebuilt the low poly head based off the highpoly mesh. Originally, I assumed what you had there was simply for the purpose of a base mesh. That said, the high poly mesh looks really nice, and there is no reason that you can't capture…