I hate cages too. And I have not noticed marmoset does it any different. But I am not sure, haven't used it much. I myself just have all vertex normals up in such case. it helps with lods too. And I keep same UV on hires model. Then I just have a material in Blender where input geometry node normals have been *0,5+0,5, for…
In April I was laid off 3 days into full time (I was on a 5 month contract prior to that). My first day 'off' it hadn't really sunk in that I had lost what seemed like a secure job. Then as the days went on I started to get pretty upset as I was just trying to force myself to update my folio and getting shit results. I…
It's easier for an artist to pick colors with a picker than with sliders. right now you see a thumbnail of the color when you click on the rgba and drag around. As for add, multiply, subtract, etc I see those as photoshop blend modes. Am I wrong with that assumption? When you work in layers in photoshop part of the beauty…
Hm its always difficult when the object should appear new, but to me this is only the very start of texture work. You applied base material layers, that is pretty much the easiest and smallest part of the texturing process, but those seem well picked although its too much of the same lightness and it comes down to a bit…
I personally do the same as Kurt suggested. For several modifiers I have buttons that I'll click to apply it and set up the settings how I like. I went over the steps in more detail here: http://www.polycount.com/2011/05/16/maxscript-for-newbies/#more-5510 But basically you turn on the maxscript listener, toggle show cage…
Object space normal maps are absolute - they give the explicit normal that the high poly surface is facing in.* The low poly model doesn't have to do anything other than record that in it's UVs. Tangent space normal maps are relative - they alter the normals of the low poly model to point up/down left/right of the current…
As to your original question, you can either attach all objects to a single mesh and apply unwrapuvw mod and use the rescale elements tool in the UV editor. Or you can leave them all as separate objects and apply a universal unwrap. Just select all objects and apply the unwrap modifier. Then use the same rescale elements…
post up your portfolio and we can probably help give you some context. the thing with concept art is, there is so many really really good people that are either pro, freelance or even hobbyists that are executing at such a high level, it makes the competition fierce. It kinda sounds like you are looking for someone who is…
i think your site is excellent! It's tricky applying as a level designer as the job can be radically different from company to company. Some companies use level designers almost like junior artists while others will restrict and discourage any kind of "artyness" on their levels and make them create pure game play spaces…
I've been tinkering around with the Import options inside the Unreal Blueprint editor for the rock static mesh but unticking/ticking any of the tangent/normal settings and applying the changes doesn't seem to change anything.