Well, it sounds like you need to work on your skills either way, so doing some assets target to either the Dota market place or the Unity asset store seems like a good plan. As you have a job now, and need the practice regardless, both options are fairly low risk.
I honestly just miss the simplicity and variety of COD4, they didn't have a target demographic really, they just had fun with multiplayer. But slowly they decided to go the super fast paced arcade style race track gameplay and its just boring and repetitive now :\ . I miss maps like overgrown and crossfire.
Try looking at this in the game instead of the editor and see if you get the same issue. AFAIK this only should happen when you are in the editor and not in the game. I can not remember off the top of my head but it has some thing to do with the way render targets are used in the editor versus how they are used in the game.
cool cheers for that Pseudo. I have had to learn maya in rather a hurry but have got to the point where I can do enough to suit my needs for now. The problems were caused by extra weird nodes as a result of exporting morph targets from max to maya using fbx exporter.
Hey guys, does anyone know where I could find a pre made skeleton like the one below (Marcus) For Unreal? I need a IK skeleton for my project so that i can rig my character to it and experiment with morph targets Any help would be greatly appreciated Thanks
The two methods you mentioned - splitting it into parts and adding the cap mesh to the target to block the rays - are the only things I've found to work when I did this a few years ago. Might be worth asking about the ray distance on the marmoset subforum though. Maybe earthquake knows something and usually responds there.
A Morph Target should be a quick approach as it will let you use the morph brush to isolate just the face area. If the pose is extreme and the head is no longer in the same area then you may need to first add the original model as a subtool and adjust its position it so that it's head is where you want it to be in the…
I think it looks nice, but it could definitely use a lighting pass. The chest should be the focal point but it's basically at the same light and contrast level as everything else. Maybe a spotlight on it, crack it open a little and have light beams poking out, I dunno ... something like that! Give my eyes a target.
what will be your target engine? i mean if it is unreal or unity or even marmoset then you can really ignore the FBX tangents. export only the smoothinggroups and maybe triangulation if you didnt have it triangulated beforehand. unreal unity and marmoset support MikkT as much as substance painter does, then it should be…
There's a whole bunch of things that could cause that - Baked lighting, or insufficient edge padding on textures are just a couple off the top of my head. Use the buffer visualization target view modes in unreal, and try to work out where the seam is appearing. Switch your lighting to fully dynamic, as well. Hope that…