1.8 Suite don't resolve the problem on mine (PS CS5) ------------------System Information------------------Time of this report: 1/9/2015, 23:24:53 Machine name: CORSAIR Operating System: Windows 8.1 Professionnel 64-bit (6.3, Build 9600) (9600.winblue_r3.140827-1500) Language: French (Regional Setting: French)System…
Hi, everyone! Let me introduce my fresh software:) It is designed specialy for creating polygonal models with low polygon counts for computer games. Here you can see the basic kHED features* A simple, convenient and user-friendly interface, that is great for the beginers. * A powerfull tool to create triangles and…
So I have "understood" my 2 issues here: Issue 1: Normal Map unpacking My math was right, but my image file color space setting is wrong: at some point during my experiment, I have changed the texture file's color space to linear and turned "use alpha" off. Since my normal RG is stored in image's GA channel, half of my…
I am going to double check this with our engineers, but as far as I am aware there is no native feature to resize the UI. This is all handled via the OS's DPI scaling. So, if you had the interface scaling in windows set to higher than 100%, it is likely that the Marmoset Toolbag UI would have appeared larger as well. So my…
Going off your description, a lot of times you will want metal in UE3 to have a specular intensity over 1.0, so I would try plugging your spec map and a scalar parameter into a Multiply that plugs into the spec output. Depending on how bright your texture is, try values around 1.5-3.0 And don't put your spec power up to…
This is going to sound like I'm gloating, I'm sorry about that. I am not posting this to rub it in anyone's face, but to tell you about some of the pitfalls of "The Thing That Should Not Be". Uh...? Specks I guess. Yeah, wait no. So in April of 2024 my beloved gramma died at the age of 92, of not wanting to live any…
Hey everyone! :) Wanted to start out by saying what fantastic work everyone has done on this challenge. It's been incredible to see not just the progress being made but the process breakdowns that are so beneficial for more junior and senior artists alike. There are definitely some techniques I've picked up that I hope to…
Well time to strip! Hi there. I'd like to believe this is a great resource for anatomy things if your covered up model needs it at all: https://www.artstation.com/anatomy4sculptors "focusing on anatomy" Clothing: (random but informative find) youtube link. Armor: (people find these useful) YT link. C&c: Looks alright, img…