HighPoly is on the 1st image i posted about this container. Although it isn't super high poly keeping things basic for now, working up.... still used it to project normal maps onto low poly version via XNormal.
Yeah, I'd really like to be able to do high poly renders in 3-5 seconds, this looks interesting too, http://studiouani.com/ure/home.htm (heads up, might contain malware, I'd like someone to scan it and check)
I really like this! Only thing I notice is that a few areas could probably be mirrored to make the map more efficient. The contains lead bit if nothing else. Its a really small point though, so excellent job.
If the normals are getting smoothed when loading in Toolbag, that means the .FBX file doesn't contain normal data. So you'll need to check your export settings to make sure the custom normals are saved. From Andrew's screenshot about, I would try the Split per-vertex Normals option
OK, it seems like Substance Designer is smart enough to auto replace any file path matching existing Alias. So while the SD properties panel show the full file path, the .sbs file will contain the alias in path, thus allowing other machines to setup their custom library location...
And here's the unwrap as it stands, the remaining space on the UV grid is reserved for the eyes and hair/leaf planes. I've tried to contain any distortion to the back (she'd mainly be seen front-on) and the chest will be covered in leaves like the concept so I'm not too worried about that. Any comments at all would be…
i do distinctly remember hl2 popularizing the idea that you can improve a cutscene by letting the player run around bored inside a contained area during it, throwing notebooks and boxes around like a chimp because it is the only method of interaction available. of course this has now become an fps standard
KristaW, SSAO is already on. On this screen I increased value from 1 to 3. It looks bad for me. SSAO settings in Marmoset is very poor. It contains only one tweak - Strength. No radius, no resolution etc.. Another trouble - SSAO behavior depends on FOV. The less FOV - more glitches with SSAO.
MayaLT 2014 now has MEL scripting and IK Handles, although these features are only available to Subscription (and rental plan) customers only, as they were included in extension releases. The downloadable trial is the 2014 launch version and does not contain the featurs from the Subs drops. This is consistent with other…
Looks like a pretty solid start. Have you watched this tutorial by any chance? http://www.cgmasters.net/training-dvds/character-creation-tutorial-modeling/ If you can afford it I would highly recommend it, contains many immensely helpful modeling tips&tricks and topology how-to's. Good luck.