the eyes are really really weird, she has no eye whites on the inside of her iris, the eye shape is also pretty bad. also her head in general seems rather sharp and flat on the front, it should have more of a curve going round from the front past the cheeks to the sides of her head.
I think this all falls into the category of requests that will never be addressed because "photoshop is not a a painting program you know". As for brush management : there is a photoshop brush viewer available online, it does load .ABRs but iirc it wont let you reorganize them, and it wont display the brush stroke, just…
Kirarito Inc. is looking for a texture artist for a VR project environment. The textures will be used on a Unity project, so it is important the artist is able to check the results inside Unity. The style should be something similar to the Overwatch environment texturing, with normal and glossiness maps. If interested,…
This is my first use of 3D studio Max in a very very long time. Its the little green Invader from Irk. It took me a while to find an expression that I didnt totally hate, you see this guy never has a normal face. Zim is always shouting or screaming in pain so there hardly is a normal face for him. Ill be doing the Texture…
Are you saying you baked the normal map in zbrush? Don't do that if so, as iirc zbrush doesn't support mikkt space (the most common tangent bases used these days). Also, if you have split normals along the seam try baking with them merged (ie. one smoothing group / soft edge).
Newb questions inc! I have a ton of subtools now. Way more than I've ever had and I'm wondering the best way to go about it. I was thinking that combing the subtools into the separate objects then decimating and porting them over would be best. However, I thought asking might be even better ;) .
Since he is rendering inside of marmoset, he has to do some clever lay out of his UVs and smoothing groups because the way marmoset calculates the normals is different from the way the program he bakes with calculates them. (actually every program IIRC) Here's a very thorough polycount wiki article for it.
iirc fbxexport doesn't work properly and I ended up using file.exportselected http://help.autodesk.com/cloudhelp/2016/CHS/Maya-Tech-Docs/Commands/file.html#flagexportSelected That will pick up your current fbx export settings and use them so as long as they're good you'll get the results you want.
As far as I am aware, yes, I think you need to have access to Viewport 2.0 in DX11 to increase that limit to 32 or 64 IIRC. I could be wrong, but last time I checked up shaders for Maya was about a year ago, so take what I say with a hint of salt.