Im finally done with my Mass Effect-project! Ive learned sooo much from it! This image is done using Marmoset Toolbag 2. For some reason, it is incredibly slow to work with in Marmoset (UE4 can handle it just fine), so Ive made some extra images with Vray :-) This is straight out of Marmoset with minor color corrections…
hi ryan, good to see you posting at polycount. congrats on graduating. it's good you're able to interact with this community, it's comprised of some really great people. like i had mentioned before, love the site. it does load a little slow but, it's creative. i think your work shows you have enough to get a junior artist…
Hi guys, just looking for a bit of advice in regards to the low poly workflow for a character I'm working on. I'm having some trouble working out how to approach it due to the long coat and how it would theoretically move on a biped rig or under cloth simulation. Should I low poly the character without the coat first, then…
Hey guys, sorry to bug you all but this is getting to be a pain in the ass for me. Im talking about the black tris in the screenshots, mainly around the motif as the other areas arent mapped properly yet. For some reason depending on the view I take a render from these pop up out of nowhere and dissapear depending on the…
Hey so I was following the tuts on Allegorithmics website and I have set up the material but its only the Albedo that is displaying in the 3D view :/ I have set the material to physically based and right clicked each node to display in 3D view but they dont show up :/ It only seems to happen on my custom meshes though. I…
Don't tell them to not mip, it's not fixing the problem, pisses memory away and will slow everything down. Most likely they're not streaming in because pool sizes are set too low but that's just a guess.
Revel> Thank you for trying it out. There's one parameter missing in your screenshot there which shows up in Maya, which is called "invertY". What it does is pretty much turn the ramp textures upside down if you check it. I think that's why you would need to enable judging by your screenshot. The reason for the parameter…
See the pictures above. The following artifacts show up after exporting from Zbrush (Decimation master), exported as FBX. Even after baked normals applied. Any idea what might cause this? I've tried decimating at different values, changing settings on the normal or baker, cleanup mesh Maya. Thank you very much for taking…
Hi all. I'm creating a set with a user, i was modelling an item for the legs slot of vengeful spirit. But when i export to dota it doesn't show up I searched for a solution in polycount and on the web, but not solved my problem. I'm using Blender, my weights are the same of the original model, even if i export the original…