Try turning off the Two-Sided occlusion. Also your ray count is really high. I usually bake with the ray count anywhere between 128-256. Higher values will take longer to render and you won't notice much difference after around 256 or so.
It's not problem of resolution. I have set 8 for resolution and it looks the same if I set 128. In udk I had 32 and you see how it looks. @edit ok, I give up for know. First I will make whole scene, then I will be thinking how to fix this.
I think the background on the website (the line pattern) REALLY fights with the images you're trying to display, I think it would help your work a lot more if it was a mid range value, 128 grey and no pattern ... something like that. I can just feel my eyes be distracted by it.
You would need a cavity map to use Quixel as intended. (Normally in 1.8 Quixel would convert the normal to a cavity map. But since you do not have a Normal in HP workflow, you need to provide one. (Cavity map) The rest of the workflow is the same as with a low poly model.
They (Cave/MossJP) do small runs and the cost of the games skyrockets at times. Makes it a pain finding them in stores. I would like to see what they do next, only reason why my 360 hasn`t been retired yet. But $120~$140 for a game... geeze..
The Bamboo Create is a decent size, don't worry about the pressure levels, I doubt anyone can actually tell 256 and 512 apart. Monoprice also has some good cheap tablets http://www.monoprice.com/products/subdepartment.asp?c_id=108&cp_id=10841&cs_id=1084101
Hey, Cazure! Try running Photoshop as an administrator by itself. Close it, then reopen the Suite afterward. Let me know if that resolves these issues for you. :smile: Photoshop CC is completely supported - the only issue was CC 2015 using Suite 1.8, but that's several versions behind us now. :wink:
riceart: Nice job, great textures! Ave: solid as always! ThunderClouds: Nice update! looks really cool! retop is finaly done, feel so happy now, ive had a lot of angst for the retop of this guy. he is sitting at 14k tris at the moment.
alrighty, the gun is done and I downed the textures to one 2048 for the suit and one 512 for the gun, and two 128s for the cards... which I think all of these can be downed even more, but for display sake, why not. Crits welcome on the texture job. Kill the smurfs!
I tried a few methods of achieving transparency with a spec map in marmoset and each one failed miserably for me lol. I have not tried since upgrading to 108 though. If you figure it out I sure would like to know how it was done.