to me it looks like the normals are inverted Just go into VIEW -> INVERT Y on the normal map options in Marmoset Let me know if it worked If this solved your problem, in order to bake inverted normals, just check Tangent UP instead of DOWN at max baking properties window
It's awesome, I encourage everyone to try it. I'm like Renaud, I've played TM since the first one came out, making tracks is really fun, and it's very arcade-y so it's really easy to get into. Big props to Nadeo etc. for releasing this free, great idea!
I am like in love with your recycling bin, haha. And your UV layouts are sooo neat! I'm jealous of your UV layout skills. I agree about the rocks looking a little peanut-y, but all in all, looking good! Keep up the good work!
Give back to character design what it deserves. Mix deep personalities, humor and actuality in one game. Everyday, the marketplace is saturated with unworthy games developed with the sole purpose of money making. We've had enough of this. That's why we are working hard to bring back the concept of giving games a soul, a…
Ah. I think I've found and fixed the issue (for my situation). There were leftover/unused point constraints inside my EyeScaleSlider_R_CTRL and EyeScaleSlider_L_CTRL objects. I erroneously assumed these still had a purpose. I deleted these and was able to add the Translate Y attribute to the character set and now able to…
@Toku in fact you can probably just go with a really simple shader like a blinn, with showinviewport enabled. And a normal bump node inside bump [do not forget to invert your nmap in Y if required inside the normal bump node]. and you're good to go the Oni [monster of my profile] is a screengrab from viewport.
Very useful! Sometimes i find myself aligning a pivot to the vertex. Speaking of that. Is there any where on the interface where it will display vertex coordinates? Or is channel box the only place it displays? I wish it would display at the top where X: Y: Z: is. That way, I can just copy and paste with speed to align…
dude you got a fiance , as long as shes supportive of what you do and you enjoy what you`re doing just go for it. you`ll always think what if i did x or y instead but when you`re working towards something (like becoming a better artist) it isnt wasted time .
I assume allot of them are going to be using the same texture so 2k sounds fine, but for the monitors I don't think you need the much, just 2/3 screens, some wires and some computer-y stuff, idk maybe 1k? I would try it with both and see, looking good man.
As far as I know you can only have one options box open at a time. I think your best option would be to set up a few shelf buttons: One each for X, Y, and Z planar mapping, and unfold. Take a look at the script editor to retrieve some of the commands as you use them.