It sounds like the assets might be in a different location on your hard drive than where you initially saved them (Marmoset doesn't remap paths relatively) If you open the .tbag and .mat files in notepad, you will be able to see the original paths in there somewhere. Hope that helps!
Thanks guys. I'm hoping we can get some making-of info to post. Press release says "will initially be available on Facebook" so I guess that keeps it open for folks that don't really want a FB account. You just have to wait a bit longer. :)
Thanks for all the feedback, everyone. Definitely a good learning experience, albeit a frustrating one initially. How the steps look now - 284k tris, in the original scene file. Much less hassle, and less than a quarter of the cost. Thanks again for everyone's input - I appreciate it.
That's what a great many people would want from a Doom game. I'd like a Doom 2 tone myself; initially a little dark and horroresque, but later devolving into that kind of ridiculousness. No Rest for the Living was fairly different to the rest of Doom 2, but it felt like such an awesome climax.
From what I remember this is not a shader initially? It sets vertex color? But I do recollect one extra feature being bake-material? Anyhow, the parameters I remember using when fiddling with this was through a custom window which would appear as you called the plugin?
Diagnosed the problem. The material definitions are editable while things are initially zipped up by default, but after the material is unziped, the material definition is uneditable. This includes re-zipping and re-unzipping, the materiel definition is no longer touchable. And this sucks when the material has to be…
I merge the tools when I feel comfortable with the overall silhouette and I have my major muscle and bony landmarks in place. The goal is to do a good portion of the thinking in the initial block in so that afterwards its a simple job of filling in muscle details and secondary forms.
I love the interior! Really rich and great material definition. The initial camera moves in the interior, when it goes from the table to the bench, could be smoother and pulled back a bit and the stripes happening in the snow, near the opening, are kind of weird IMO. Otherwise it's looking pretty sweet!
Here is my initial block-out of the Double Barrel Grenade Launcher. I wanted to get in most of the pieces for sizing and placement as well as the functionality of the loading mechanism. Some of the pieces are more complicated in the concept but I will make sure to get all those interesting details in by the end.
Hiya guys, instead of starting a new thread I asked Mashru if I can contribute here, so it's sort of a SOMA art dump ;) These lil guys were initially modeled by Jeremy Smith and I created the textures and updated them with the Quixel Suite 2 beta