Anything in particular you would like to know? My workflow is pretty standard--Blender for modeling, sculpting, and unwrapping, Substance Painter for texturing, and Marmoset Toolbag for rendering and baking. As for tips... It was my first time making gems and before I had started texturing I was wondering how would it…
If you bake the normal map at a higher resolution, you should see this problem lessen. If this is not for a game, but for your portfolio or some other purpose where the texture resolution isn't important, this is the easy fix. The essential problem is that the normal map corrects for the vertex normals of the low poly…
I also don't want to derail this thread as it's been an insightful read so far, but I did want to ask: for someone wanting to break in, do you guys think it's a good idea to move towards focusing on individual assets for a portfolio? I'm redoing my outdated portfolio right now (took my old site down and started building a…
Hey Gabriel, 1. With 3.05 new bake objects will use your default tangent space, so this will be resolved soon. In 3.04 it uses Marmoset for new objects, so you'll have to manually change that. There are differences between the Mikkt and Marmoset tangent spaces which will be noticeable on more complex or challenging…
Your renders are very flat and lack realistic lighting. The materials do not look realistic nor does it appear you are using PBR texture methods. I also do not see Normal map detail nor a metal/spec map detail. The modeling itself looks decent but I think you could really buckle down to go the extra mile. I would also…
Made the Low-Poly (2494 tris) in Zbrush, then Unwrapped it with RoadKill and baked the Diffuse and Normal Map with Xnormal and used Maya's transfer maps to make a gradient to multiply on the Diffuse. Also made a Color Specular, Gloss and Emissve Map. The textures are all 1024x1024 px. Then rendered him with the Marmoset…
Hey man, I like your idea and think you can sell it much better. I feel like your sculpt was pretty good, I can't tell much about your textures... It looks like your shadows might be too dark, but could just be the render. I would suggest Marmoset Toolbag or Xoliul Shader in 3ds Max. Your render right now is too…
You might find these two links interesting: http://tech-artists.org/wiki/Beveling http://www.polycount.com/forum/showthread.php?t=106108 If you have Marmoset Toolbag 2 it tells you the real vertex count. There is also a program made for modding Legend of Grimrock that gives you the real vert count, if you search for…
Your model's looking pro! The texture is hard to judge, though. It could be fine, it could not be, but your render setup isn't doing a good job of showing it off. There's too much light in the scene and it's causing your highlights to get blown out. You don't want to see whole patches of flat white (or black) on your…
Any modern GPU can do ray tracing. If you use Toolbag to bake your textures, your GPU is doing ray tracing! nVidia's RTX cards have specialized hardware specifically optimized for ray tracing, so they should be faster than your typical non RTX card, but that doesn't mean that other cards can't trace the rays. RTX is sort…