Okay, I'm currently working on my portfolio, I received some advice on here to Improve the lighting and make it less flat, which was because I was using environmental lighting, any input on the new lighting setup will be appreciated, Thanks. New-- Old--
If the rig doesnt change, then all you need is to transfer skinning from source to target. This could be worldspace (depends on the changes really), topology space or even UV space if that doesnt change. This limits how much you can change i would assume. But yeah if you want the rig to adjust, this is what I would try.…
That's looking good! As Ashervalis said, there seems to be normals doing funny things. Maybe the smoothing groups got messed up on export. I am noticing some details that throw me off of the picture and telling me that this is somehow not a finished piece. 1- The roof looks very flat. Even though the real car has quite a…
hey man, I know you probably have a clear cut vision for your level atm, but it might be good to block out some larger forms, then some medium forms- the maybe do a quick paint over, just so you can get more of a vision for where your headed with this. Right now I sort of get the feeling you might be starting too detailed…
Right, thats what Im getting at. The old days of being able to paint the diffuse first, then do the spec, and subsequent maps as an after thought are dead. (unless your making something thats meant for low end system specs: i phone, Ds etc.) Good materials are about the sum result of the associated maps. chrome for example…
What have you based the tricount on this head from? Have you considered interiors for the eyes, a mouthsock, teeth and a tongue? You look like you've got maybe a normal seam on the side of the neck, can't really comment without seeing the normal map and unwrap. I'd adjust the lighting to show off the surface detail and…
It's been some time since my last update and I could work a bit on this project, so I think it's a good moment to share my progress. I painted the missing foliage around the way and walls. I am still not completely happy with it, but before I keep changing it repeatedly, I first wanted to get some feedback. I am not sure…
UVing the high takes only a few min, you're only doing the pieces you need and often that's a simple planar, cylinder or explode unwrap. At the baking stage you really aren't doing too much hardcore modeling that is going to effect the UV's on the high that much. But it doesn't take much effort to redo them if you need to,…
That should be relatively easy to fix up then. The light build results window just tells you which meshes have UV errors and what type of error. If you aren't creating a seperate uv unwrap on a second channel (UV1) for lightmaps then you need to do that (exactly how depends on the program you use). Simply, any UV…
Hello there, I'm making a fan creature project for the game Valheim, and I was wondering if you can create a constant light falloff in Marmoset? So you can see the "value steps" of the light falloff, or turning off the linear falloff. I know this is a weird question, but I thought maybe someone here knows the answer : ) I…