Thanks for the kind words guys. MephistonX, here is the textures as requested: 512 for the head(the blurry outline is something I had todo to fix a seam issue in marmoset) and heres the 1024 for the body:
1024 is way too big of resolution to be scaled down to 256 later. If you feel more comfortable working in a bigger resolution then scale down, don't go bigger than 512.
Here's a script I've used reliably in the past, don't know if it still work with current versions of Maya but it's worth a shot. http://www.highend3d.com/maya/downloads/mel_scripts/animation/324.html
Knocked this together over a couple days where I was cooped up with a stomach bug. 2.89k polys, a single 1024, packed DiffGloss / NormAO. 'Bout two days. Sketchfab link... https://skfb.ly/zWrt Original concept: Crits welcome!
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This guy is supposed to be a street deathmatch fighter. 2254 triangles and 1 1024 diffuse map The design is abit of a mish mash, I should have concepted it out before I started. I have finished with it but still any C&C would be great
Hi :) I wanted to do a fast asset during the process of repairing my big rig :poly122: So here is a Messer, I love this kind of blade, looks mean! The model is 1248 tris, with a 1024/512 (Albedo, microsurface, reflectivity, normal)
Hoi! Does someone know if gameengines can (usually) handle materials where the alpha is, lets say, twice as big as the diffuse and normal map so: diffuse: 512^2 normal: 512^2 alpha: 1024^2 thx :)
Hey guys I made this character for a client some time ago, I hope you like it. Comments are welcome. :) High-poly final game model. The final color texture was reduced to 1024, but the normal map is in 4096 to better capture the soft details.