the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…
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About NiteOut We're a team with experiences developing products at Google, Uber, Stanford, Berkeley & Rhode Island School of Design who are working on a new 3D Social Network designed around night life. It's an iOS and Android app based experience. We're a couple of months away from our Public Alpha Launch, and we need a…
It's hard to tell from the image, but it looks like it may be z-fighting. If you have two faces that are very close to each other, try moving them further apart. If that doesn't solve it, please email support@marmoset.co with more information about the problem.
Thanks for responding.The problem is solved))I simply forgot to delete a couple of small pieces in the model(bits,which I was not going to unwrap)On the UV canvas they looked like small tiny lines.
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Tweaked a few textures here and there and got the tattoos and a little bit of makeup in place. I had a couple of different ideas for the shoulders but ended up making an alpha that kinda flowed with the shapes a bit better. I also did a stitches pass using the a 2nd UV channel on the bag, trousers, belt and armbands…
I don't think anyone's really solved that except to have scale adjustment on their obj importer. there's not a lot you can do except keep your units consistent between applications
yea if we could get nanite for characters and solve the technical aspects of weightmapping and animating them sure that'd be great, if the average player has the hardware to play games with these features.