Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
I ran into a weird issue when exporting an object from 3Ds Max to Unity where blank dots showed up along some edges: The dots are actually see-through, as if there were gaps in the mesh... I've noticed this only happens where two objects meet, even though I've been extra careful to match every vertex's position on both…
Update: Current body wip so far.. Hi! This is my current character wip at work. I am building a gunner gal for our game in unity. Its heavily JRPG inspired and would like to get that level of quality to shine. Here is my current block out/ anatomy and rough concept at the moment. Are you happy with the initial design? Does…
Hello all, After much learning, finally got my static low poly pilot normal mapped (major breakthrough for me). But I keep seeing the actual UV mesh edges showing up in the normal maps (as seen below). I use Maya2013 for baking normals as I seem to get bad results when using MayaLT2018. Would anyone be able to steer me…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
Back again with another update to this one. This time I've: - Pushed the lighting. I liked the godray shining onto the runestone to attract the eye a bit more and thought I could get some storytelling going there with the ravens having flown in to sit menacingly on our little runestone. - Moved around some pillars and…
Hi! I have a problem in marmoset toolbag v.1.6 that I don't know how to fix.... I'm new to this program so I think that the problem is connected to the wrong settings, but I don't know what. So, the problem is that when I made a render and open up the image in photoshop I can clearly see a blur line on the profile of my…
Hi there, I'm using Maya 2015 and I'm trying to figure out how to bake my AO through my vertices using my hard edges as a "cut" to split the vertex color propagation. I'm sure I did it before but I'm confused as I'm not able to reproduce the process :( In the example below, it's the same model. The left have been done 2…
Hi I'm currently working on my first game asset/model and very new to UE4/game workflow (and polycount!) and was looking for some advice - Most noticeably on the tail there is really obvious topology and I'm not really sure why its so prominent when I put the model into UE4. When it's in substance and marmoset its not…
Hey there, good explanation of the problem ;) Could you maybe share a Picture of the displacement itself? I would suggest these Issues are happening because of an edge padding set to zero. You could try to bhake it with xnormals (height map) and an edge padding of (lets say) 16 more or less depends on your Map Size. Hope…