How will you see the interior of the observatory? I think you should add a little more contrast to you're leaves, they are merging in quite a lot to the stone, or consider making the stone more white like in the concept, because i think the two colours feel quite similar at the moment. Oh and btw is that a guy stood on the…
I know I broke a few rules about portfolio design, but I'm hoping it isn't too overboard. Plus the internship I am currently looking at does a lot of Flash work. I am planning on adding playable versions of the Flash work, and some concept work. Let me know what you guys think. http://studentpages.scad.edu/~medwar23/ -marc
Hey so I've been working on an animation using my friend's model. He uses two UV maps for the creature and to rig and animate through 3DSmax I had to merge them as one object. I used multiple Material IDs but can't seem to bring them into Marmoset Toolbag 3 to view my animation with multiple UVs. Is this not possible?
Yeah, I think it's just one of those case where a software does some very interesting things, just not *quite* the things that the presentation and features list suggest. All that said that's a very good surprise as far as I am concerned as it's already been helpful after just a mere day of use.
Thanks. I have done IDs before for in-game character customization. I wasn't sure if combining into one mesh would cause material bleeding for anything that is touching each other. So I take it only merged edges/verts will allow the textures to bleed over even if 2 polygons intersect?
I finished the Jouster Character, I took my time on it, but it feels soo good to be "done". There is a lot of things I would like to fix, and make better, but time to let her go. Thanks to Marc Brunet for letting me model his concept. More images on my Artstation and a marmoset viewer.
This is really some superb texturing! I've got to ask, how are you getting clean normal map bakes without using chamfered edges for those hard edges that are beyond 90 degree angles? Are you doing the double bake method with merging averaged normals with non-averaged normals and then mixing the two?
Thanks! The reason it's all in one piece is because I just imported the default model into 3dCoat and ran the automatic voxel retopo which kinda merges it together, since I can't be arsed to do every single weapon "properly". I'll keep messing with the hammer indents, then. Keep the tips coming, guys! :)
If it's the file thats being an asshole, you could try making a new file, and then merging/importing/xreffing/etc the original file's contents. No idea what's wrong though. Did you check to see if the files were indeed missing? It might be possible to copy them over from the installdisk or someone else.
Yup, this is going to be the easiest way to do it. Drop the meshes down to one of the lower subdivision levels and export. You may need to merge verts depending on how the insert brushes work, but that's about all you need to do. If that simply isn't an option, then I'd agree that zremesher is a good choice for this type…