Set marmoset's reflection mode to GGX. Also since painter uses roughness by default, you should have Invert checked in marmoset's gloss map input. If it still looks weird; check that gloss, metalness etc are in linear space and albedo is sRGB. It should be fine by default though. The default panorama from painter is also…
Time for an update. I've been playing around with different textures for the main body. It's been a real pain to get the FDE color correct. The different color spaces in Designer and Painter made it really difficult to get the color down. Luckily I found this tool which will convert a regular RGB (0-255) to linear RGB…
New Update http://www.digitalfossils.com/Download/NVil-Jun-17-13.rar Summary of changes: * Some bug fixings. * Edit > Options > Subobject Selection Center Is Bounding Box Center. By default it is the selection's mass center. * Edge double loop slide tools is improved. To change style between Edge/Edges/Curve, tap Space…
the term "level designer" is largely bollocks when you're talking about games in general. It gets bandied around boards like this cos there's a lot of people who love their FPS and linear action games, and you'll see it advertised on the websites of companies that make those sorts of games - but generally you should assume…
for the plastic grip i would use a nice darkish blue grap base and use large grunge brushes to paint dirt and layer the dirt with different brushes. subtlety is the key. use slightly varing tones of the base colour..add some brown tones too around where the had would grip. paint some subtle highlights on the edges to help…
That's what most people use - a base skeleton (with one upperarm and one forearm bone) that gets animated, and additional roll/twist bones driven by maths to stop the candy wrapper effect of volume loss you get from linear skinning. Spherical/Dual Quaternion is a newer technique that helps preserve volume, but you'll need…
Finally put together a first color pass. Since that last update I changed the upper arm vine line art (...vineart?) to look less busy and a little more like a decal. I still haven't done anything else with the tattoos, but I'll probably do another pass at them for the next update. At this point I've put the most time and…
Hey folks, Is there someone who had the same issue and/ or knows how to fix this? I'm new to Mari and am currently trying to work on a creature with multiple UDIMs. I painted displacement maps on the mesh, which look fine in Mari. When I import them to ZBrush. I get seams on the UV borders. I need to do some oversculpts…
You're doing really well so far! Great job matching the concept. I have some doubts about the material you used on the walls. First of all, I think it should be more tiled, so planks are more narrow. I counted number of planks from the floor to the first floor roof and there is 16 on the reference image and just 12 in your…
Just a heads up to this as well for future consideration, it looks like across that stone material you are still getting the linear falloff from your material. It is less noticeable for two reasons though; one is the texture is less uniform and has larger shapes to add visual breakup even though I don't believe it is…