What is the end use of the character? Is it going to be animated? Is this a subdiv hipoly? I'd like to see a starting base mesh before being concerned about the topology because the bone/muscle structure and proportions seem off.
I managed to fix it!! After a lot more digging, the issue ended up being that the stems that weren't showing up was on another UV set and marmoset was reading the top UV set / default UV set instead of the other one, so I combined my UV sets in Maya. Thank you so much for your time and help! I hope this forum helps others…
Negative scale mirroring, in my experience, is bad mostly because the normals are flipped. Most games render polygons only single-sided, so you end up with half the model looking inside out.
Good work at wanting to improve. This isn't a great model for pushing your skills, as it's very simplistic and missing a lot of the tougher cases. The whole avoiding Ngon thing is really dependent on what you are modelling, they are actually totally fine on a flat surface. N-gons are mostly bad in cases where the plane is…
Hello Your art is amazing. I think you are looking for a paid work but if have time for volunteer work we can talk for the details. We are 16 vlounteer people who are developing a side scroller action adventure game. https://twitter.com/adanathgameEN/status/1423897095006834690?s=20 https://youtu.be/ap40Pxe6nts We are…
At my previous job we used a consistent folder directory, along with using our initials when naming textures so we didn't all make Brick01.tga when working on the same project. Keeping a universal way of organizing things was pretty important as we'd be updating visual environments from 15+ years ago on some occasions, and…
[short version] Hi all, not sure if this is even possible, but is there a way to keep the Texture Coordinates from a Procedural material, yet have them apply to a model using a different Texture Coordinates method? Possibly via Mixing or Math? [long version] I have a Procedural material which was made on a Plane using UV…
Hello everyone, I've recently started a new project, it's a fantasy cavern environment, pretty much like a sanctuary for someone, it will be built in Unreal Engine 4. This will be in third or first person view. So far I've gotten a lot of it blocked out in Maya, using character models to help with scaling and spacing. The…
[UPDATE] Latest Update: This is the remains of my BRAWl entry. The BRAWL deadline ended up coinciding with a work deadline. Push came to shove and I abandoned ship. But I'm back on it now and plan on re-purposing the assets for an environment thats a little more expanded. I'll probably try and keep to the 4096 texture map…