3 things I noticed immediately upon opening your file: 1 - Your scale is tiny. The pillar is only 1cm tall - you should always model in real-world scale.(Marmoset TB operates on a 1m scale by default) 2 - You haven't reset your transforms - you should do this regularly when modeling and especially before unwrapping/baking.…
Updates pt 4: Final run of updates on this til next weekend. Early look dev of Hirez sculpts as is, in Marmoset 3. Whats cool with this is I can get started on the real-time materials, import the final real-time mesh with projections later on, and reapply the materials and export to Unreal or Unity. Other great option for…
Updates pt 4: Final run of updates on this til next weekend. Early look dev of Hirez sculpts as is, in Marmoset 3. Whats cool with this is I can get started on the real-time materials, import the final real-time mesh with projections later on, and reapply the materials and export to Unreal or Unity. Other great option for…
Hello! This week I've progressed farther with the tree's. Over the past two weeks, I've learned quite a bit regarding tree modeling and texturing. Unfortunately, I've been having to fix many errors, such as sizing and in addition to that, texturing. Here's my progress. Tree #1 w/ Leaves (Ignore bark texture) Tree #1 Mesh…
Hi Bluesman. thanks for the feedback, always nice to hear this. About your question: I'm afraid that's pretty much impossible. My shader is built on Shader Model 3, which supports a maximum of 16 texture samplers. Multiplying the number of textures by 3 would push them way out of this 16 samplers range. Also, using shadows…
**UPDATE** This is another update for the Davyd project the group has started working on. We have already decided to work on a project called Davyd and it is a horror game. We do have concept art and are already getting everything set up but you can still join. If you want to expand you knowledge on your skill this would…
You can write a script that runs when StateA is activated and creates a randomised boolean (true / false), which you can use as a parameter in the Animator. I'm writing this in UnityScript (.js), but it can easily be translated to C# (.cs) if needed:#pragma strictvar useStateB : boolean;function Start () { useStateB =…
A lot of good work here, it's great to see the improvement. For the weapon design, I might recommend focusing more on the design and perspective more than the lighting and rendering. I like the previous page of sketches and thumbnails more because it is very clear and shows several iterations of the same design. In my…
so i spawn without a weapon...hunt around. sneak into a shed and find a hatchet. kill a zombie or two and find a double barrell shotgun with 6 rounds. i spent those looking in buildings that had nothing but car parts, empty cans and more hatchets. with about 4000 blood and no food I make a desperate raid on a powerstation…
You're kidding, right? If I make a character on a flying helicopter you call that Viz? Then everything is Viz. A quick scroll on Autodesk 3ds Max Facebook page shows this https://m.facebook.com/Autodesk3dsMax/photos/a.10150284179492851.342396.21238962850/10155441664287851/?type=3&source=48…