Updated: Still trying to get the wood to look right, it either doesn't seem shiny enough for laminated wood, or looks too shiny and plastic-y. This is a small improvement I think.
I believe this concept was a concept for the Fable series, at least it looks like a concept I've come across not long ago. either way, go with it dude (Y) it's a nice piece to practice with :)
Yep, right on his head. I use Y-up, as in exporting guide(and same export settings). Tried already. Saw thread in dev forum that this act helped some1, but not me.:(
If I read correctly, the documentation says that you can still use normal maps the way you used to (maya works fine provided you flip y), but this is the better option.
use the -rpr flag in the move command. move -rpr x y z this should work with objects that have their transforms frozen too Ninja Dojo: http://www.bk3d.com/Ninja_Dojo/Dojo.htm
Duh. I flipped Y and upped my resolution and this is the result in marmoset. Woo! Looks great to me! But now that I've discovered the magic of nDo, I am not finished yet! :-D
I think the problem I tried to mirrored in a maya way, to type -100% to the Y scale. I cut the problematic polygon to another mesh, and paste back, now it works. Sorry
Yea, definitely depends on if you are looking to do offline rendering or real time..but what monster said would be y our best bet. Globs of dirt and some particle effects.