The model looks awesome. Pixel art textures with flat lighting and intricate 3D models can be tough. Could playing around with the shading help with the flat look and add more contrast? Like making the shadows that the roof edges cast longer and angled? The shaded part could be then behind more brighter objects. Maybe even…
a lot of the time smooth or flat parts of your low poly model simply don't need a normal map - so you can use the background colour of your normal map (the colour that represents flat on a normal map) to colour out those areas of the map - as long as your low poly has proper smoothing groups then it should eliminate a lot…
Looks like you're displaying your normals in those screen grabs making all the models look quite flat. Redo them with your normals on and it will be a better indication of your characters :) A general comment is that you can pop a lot of your detail more by varying your colours, fading, scratches etc. Make them look more…
This would be really cool actually. Also, while I know that you cannot show the texture flats themselves, is there a way we can see how you unwrapped the models for UV shells; like the wireframe flats with no textures being shown? I tend to struggle with unwrapping faces and it would be interesting to see how you get your…
The issue isn't with the normal map itself. First of all, the material and lighting in Marmoset are pretty flat. If you want to bake an extrusion onto a flat area, without modelling the extrusion into the low poly you need to add more of a slope. Also consider using tessellation + a height map. Cage isn't the issue here.…
Thank you! I tried this and I was able to improve result by baking to 16bit TIFF and convert to 8bit in Photoshop. I send screen shot. Its much better but with some noise. For some reason, loading up 16bit file to Marmoset gives me same result. Would there be any way to get rid of the information in almost flat areas and…
It's a bit pear-shaped, which isn't a big deal as you'd probably be using it half stuck in the ground or something. But I'd add some smaller forms as it is quite flat. Also your base rock has a very similar roughness across it, creating flat highlights. Try add some more variation to the roughness, and make it slightly…
Good start to the year! this asset is rather simple and flat in terms of shape and your lighting is also rather flat which doesnt help show highlights and edges or materials. Work on your lighting skills and your assets will look loads better, try making a simple 3 point lighting setup with a good bright rimlight for…
I removed the inward extrusion on the gun as suggested so its just a flat cap on front. However, this is creating a new problem. For whatever reason the inward extrude isnt registering with either the normal or AO map. For instance, the inward extrusion for the barrel of the gun just becomes a flat grey. It should at least…
it looks spot on for the most part, but if it's supposed to be realtime 3d it's really unoptimized. there's plenty of tiny chamfers that aren't even visible without wires, you have planks modeled as separate meshes while they look exactly like a flat polygon from this distance, and floor tiles are models while they are so…