I suggest that you might want to add a bit dirt/smudges/scratches into the plastic, and the receiver to give it a bit more character. And I would reduce the intensity of the barrel's metal's structure. In addition, that triangle "crown" or whatever in the front below the barrel, is that an error or is that there on purpose?
I think your topology is a little weird on the forestock, I can see some pinching at the point where the round grip portion meets the base. That's the only 'error' I can see so far everything else looks great, keep it up! :)
if you're gonna put it in doom3 you should render your normals map with d3's render bump. Most programs do normals a little differently and its best to use the one thats actually meant for the game or you will probably get errors.
alright thanks guys... I found my error :D Frame rate was not the same -__-.... Project Frame-rate is about 23.xxx and my video 10... then Premiere didn't like it.... raaa... I lost lot of time >___<.... Anyway it's on good way now :)
Don't use Worldspace, use "Local XYZ" (that's what object-space is called in the Projection Options dialog). If you use Local, you should set each model to use a single smoothing group, which will reduce baking errors along the edges of things.
Mostly new with Volumetric/Subsurface Scattering within Marmoset, so apologies if this question is a basic one. I am encountering an issue in which my texture turns black when I attempt to activate Volumentric and subsurface scattering. After a while of trial and error, anyone have any advice on this issue?
Hi I was trying to open files from my old version of max in 2021 , but I can't as everytime it gives me error after it reach the conversion window, then crashes all ... is there any solution to fix this? I tried to import with merge the files but still not working.
hey guys, i know it has been awhile since i last posted. I was busy sadly and was learning and trial and error with the fur and texturing. I redid the head as well since the last one did not look right. feedback would be great thanks.
Oh that helps so much, didn't realize I had to exaggerate the high poly even more, interesting! I am confused about unwrapping on the hard edges though, does that just make it so less errors occur when baking or is it something else?
I managed to fix the issue, turns out it was a normal error caused by the high poly model not having high poly data for those shapes. I baked out the textures with just the low poly model on the feathers and it appears to have fixed it. Thanks for your help!