It's a big pain the the butt to get multi mat's working. Things to watch out for: - make sure you're using a multi sub material - each material within MUST have a UNIQUE name AND texture. - During export, make sure the ASE settings are correct (export mat IDs, etc) - If the above doesn't work, export the object into a new…
Ok so: Your unwrap is really bad... Really, really, really bad. You've got a massive amount of wasted space, each board seams to be unwrapped individually in some cases??? Everything is unwraped unique. You could probably get the same texture res with a 256x256 texture. I would highly suggest re-uving the thing, follow…
I will definitely put some windows there! I have a bad feeling that Marmoset is not the right engine for complex environments and I´m waiting UE4 so bad :) Marmoset is awesome for rendering small things with beautiful details but example multiple dynamic lights will make the scene heavy and this scene will have a lot of…
On that picture of the model it appears that you have a fairly uniform texel density - which is good. However, the pole on the picture with the UV's look bad. Poles = Pinching = Bad The problem here isn't the UV layout but the unwrap: you need to add one or more splits to that pole in order to make the TD more uniform.…
that clover leaf actually was my idea to implement the series he done "Luck is not excuse" and ya i was thinking how to draw a un-lucky charm for that... and Black Cat (common bad luck sign) logo on pudge seems like very bad idea too. (kind of reminds me the Drow Cat set lol) so i temporary drop a clover leaf, thinking to…
Sounds like bad business to me. You don't say FU to the company(IW) that just made one of the biggest grossing entertainment products in history. Usually you give them a big fat slap on the back and keys to do whatever they want next. I don't care how much money or control Activision has in IW, you cut off the head of a…
Looks cool. I like the bed sheet crawling up, totally reminds me of my unkept bed as a teen! Here's some thoughts; - I'd reduce the number of cup ring stains on the dresser. They're pretty distracting and it looks like you've just used the alpha from Substance Painter and clicked a bunch of times. - Reduce the normal…
Well I imagined more things would end up being mentioned, beyond the ones I knew about. I still gained useful advice on how to proceed, but I didn't hear of any flaws that weren't already apparent to me. The former is, I suppose more useful in the long run, and easier to provide than the latter for this type of thing. I…
Hey For your first model this isn't that bad. The texturing is pretty cool though things like his right nipple being out of place stand out to me. Otherwise the texturing isn't really bad. The main thing you need to work on is anatomy and modelling. Probably the process of it all. *Shrugs* The way the traps ride up the…
Search this subforum, there are plenty of discussions on this topic. Fixing normals by painting shouldn't be required if you've got your normal baking process down, and sometimes fixing them by painting is misguided. For example, painting to get rid of curves in your normal map will probably make your normals look bad from…