For the anisotropic shader in marmoset to work, the angle has to be correct. I believe if your cards are all aligned vertically, you can set the aniso angle to 90 and it should work properly.
Yeah, Ctrl+backspace is default in max. I found it's pretty nice to bind "remove loop" to a key. Just select one edge and hit the key and it removes the loop plus the vertices.
I like the look of it. One detail you may consider is, since you have vertical posts in the center, adding knee braces to the top to help them flow into the beam above.
Also make sure that your center line of vets are actually snapped to a gridline or perfectly vertical. I've had Maya spit out errors if those verts aren't perfectly straight.
just a little nitpick, you said the barrels are placeholders but they look like they need to be rounded off a little more on the vertical. hit up google for rum barrels for some nice ref.
Folding stock, mag and second vertical grip is finished. Added the internal mechanisms of the weapon. And so, it remains to add a holographic sight or red dot sight. Second verticar grip What it looks like in two versions
I cant for the life of me figure out what happened. But it is interesting on the last output instead of an image for the height map it shows white. When I change any values it translates the high-res plane vertically.
yeah, we don't have a good way to avoid this unfortunately. In this particular case, you can select one of the vertices on the doubled edge, unweld and re-weld, and in others to use multi-cut or connect as you mentioned.
Sure, here they are: https://drive.google.com/open?id=1f6foZBdl6nfb6xmw_UbgyGIoCfMPzy-- I was told I probably overdo the blendshapes, meaning the vertices move way too far, and I should rely more on joints to better hold the deformations.