So, a little bit over a week later and I've finally got my low poly built, maps baked (for the most part) and have begun defining materials (only the metals if I'm honest), learning a fair bit about marmoset so far; hopefully that'll result in some nicer renders. early days, I hate you mostly colourless diffuse! Lots to do…
Yes! You're almost there. Scale is good, textures are better. Crits: - From a composition point of view its a little bit mixed up. - Back in those 'ancient' times they were all about alignment. - Align everything up then frame it so it all fits into one shot. - Give the viewer/player a statement to think of, like...…
Hey there, folks! Here's my W.I.P. topic for the "CS:GO Weapon Finish Contest". Here will be posted creating process of my AWP design. :blush: So now, let me introduce to you, my step by step process! There's not really much to say about that project. Maybe some lil comments over pictures time to time. Workshop:…
No sorry there arent any extra lights or settings wrong, I saw this on the unity forums: "Yeah, the limitation Ethan talked about only affects VertexLit shaders. A vertex lit object, once lightmapped, does not receive any realtime lighting. We kind of chose this by design; using vertex lit almost always means "I want to…
Hi A client has expressed interest in Quixel suite and they use Photoshop as their main texturing tool. I have been having a look and I have found it to be quite slow and it seems a little unstable I have an intel xeon proc e5620, Geforce GTX 970 and 18 gig of RAM I am using the demo helmet but it seems prohibitively slow…
@cosmicsugar For Miranas hairdo, I personally prefer the one you did for her front view. The one using a flower rose as her ribbon on top of her head, with only one ponytail since it fits her best in my opinion, it feels so elegant. The extra glove feels a bit weird since she is already wearing another glove bottom.…
Ok awesome info - bare with me while I try to wrap my head around things. When you say spec map into the alpha channel the file is still considered "one" texture just processed a little bit differently? I've seen methods using one of the RGB channels as the spec - the trade-off being grey values hard set by that channel.…
Awesome stuff!!! Agree that it's too dark now, really like the brightly lit version earlier, had a great effect. I think those multi-coloured windows inside need a bit of work too. Potentially intensify the normals on the floor mat too? Get some vertex painted dirt and normals on this and it will look amazing! New assets…
Oh wow, you pretty much nailed it! maybe its only image gamma issue but that bright hotspot light coming from the window hitting the floor should lit up the room even more. Shadows of coat and projector would be a little blurry unless the roof lamp is on in that case sharp shadows with more top highlights on objects within…
I will leave it for now as I need to rework lots of other assets (building my first portfolio is a lengthy process...) Lit him up a bit more for the presentation sheet, liked how it looked it reminds me of some old Yu-Gi-Oh! card look idk I like it :D crits and tips still welcome! thanks again for the help