Going off of what AimBiz said, check out how narrow her knees are and then how much it flares out when you go up to her hips and calves. Similarly check out how flared the wrist area is while it tapers to a narrow shoulder. Also from the concept the feet look much flatter and box-y rather than as anatomically correct as in…
1. it works perfectly fine but for sure it rotates around the pivot and is not able to read your mind. so before any duplication set your pivot accordingly as oglu already said. 2. duplicate with transform aka shift+d as kodde mentioned works as well. place your first object and pivot > shift+d> enter 72 i.e. in the rotate…
Got some basic textures in there (wood floor, a green tile on the wall but I'm not really digging it so will probably change to a more basic stone) and worked on the skylight model and blocking out texture. Gotta refine the roughness/metalness values for the skylight trim pieces. Wood floor is too contrast-y. Also grabbed…
This is much better, tbh I feel that the texture you've used for the shield and some parts of your model (the wooden section with grunge on it) doesn't really work at all... maybe use a different one? The general look of it looks almost like camouflage because of the noisiness in the details, also the roughness…
I took a look at your TGA. Yes, Unreal is broken when it comes to normal map mirroring. You must mirror your textures horizontally NOT vertically. Your texture doesn't tile with itself so you are also getting a seam along the mirror edge because it is mip mapping with the opposite side. EDIT: It looks like you can get rid…
I want the model to kinda look like this, but then open. My intention is to create an open structure and physically build it. For this i need to create a model like the one below (I'd preferably scan something using a 3d scanner or take an existing model and transform it) and calculate the x/y/z values of all the corners.…
You're supposed to use PBR workflow, can't use oldschool spec/gloss. Read up on Marmoset's site here: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice It takes roughness maps which work like gloss but inverse (black is polished, white is 100% matte, and metalness input…
Or get your hands dirty and do some manual tweaking: *Have a UV editor and 3d window visible side by side. *In the UV editor make sure that "live transform" or something similar is enabled. This will cause any change in the UV editor to be visible in the 3d window on the fly. *in the UV editor select the part with…
I've already baked position map in SD but it has no change. I'm starting thinking that you should bake your model with fixed world orientation because my object space normals has different world axis then example maps. Tool has Switch Y/Z button but result is almost same as before. Also tried TGA instead of PNG. Position…
I'm having a bit of trouble downloading it via mega , it's giving me errors and doens't respond. Maybe it's just me. But judging by the screenshot move up the name a little bit as the 'y' in Evelyn is covered and might cause some issues for other words if there would be any. Also the level '2' , the 2 is quite dark and…