Oglu - I set the subdivision iterations to 3 in arnold and checked auto bump like the tutorial suggested Musahidan - The tutorial suggested a mid value of .5 from zbrush balanced with a -.5 in the scalar zero value. Not sure if thats the issue and I should be just extracting it at 0 mid value and then leaving the scalar…
Looks good. Maybe a bit low poly. And it looks a bit too clean. You could also redo the specular map. Here is a good tutorial: [ame=" https://www.youtube.com/watch?v=m8oC1HsjOgk&list=PL925958D31D8D30C7&index=4&feature=plpp_video"]Weapon creation tutorial - Part 4, final (Texturing) - YouTube[/ame]
I would suggest to invest a few bucks on a good anatomy tutorial. I recommend Rafael Grasetti's Anatomy Tutorial Package. https://gumroad.com/grassetti It is kinda condensed though but he covered the whole body and face. If you want a really indepth lesson, try Ryan Kingslien's Anatomy 2.0 course. All the best!
Edit: This one is not a handgun tutorial, but the principles are mostly the same. I didn't like some glock tutorials I found because they were only using one reference. This video will teach you how to use multiple references for anytime you model. https://www.youtube.com/watch?v=2Tgy0lBdJK0&index=1&list=PL925958D31D8D30C7
I don't have an actual answer, but I watched a Gnomon Workshop tutorial once that showed how to do this. I believe it was a basic texturing tutorial, Intro to Texturing with PS or something like that. However, you may be looking for something more involved. IIRC, the instructor just used the clone brush to hide the…
Thanks guys, I updated to 4.7 and redid this tutorial and now they finally show up as expected (prior to the update I couldn't get any reflections doing exactly what was in the tutorial, even after adding a spherereflectioncapture). In the level I had something is still wrong, no reflections, but if I remiport the asset in…
It is not possible to switch between timecode and frames. We do not have "help file" type documentation or a hotkey list, but there are a variety of tutorials on our website: https://www.marmoset.co/category/toolbag-tutorials/ I would suggest starting with our Getting to Know Toolbag 3…
Oh, I just dug up a good normal map reference for you. Have a look at this to better understand how normals work, and how to setup smoothing groups and uvs so they bake correctly. http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html BTW, Racer does explain some of this in his tutorials as someone already…
The black areas come from where you have mirrored mapping. ie both wings mapped to the same area on the texture. Just offset the overlapping parts so they are on the next 'tile' of the texture, and the black should disappear. Poop mentions this offsetting technique in his normal mapping tutorial.…
Tutorials are your best bet, if your using 3DS max check out Arrimus3D on YouTube. He has lots of modelling tutorials showing how he makes complex geometry. Even if you don't use max I'd say its useful to see how he approaches problematic shapes. GL :)