You did a great job for your first asset! If you are looking for some help getting good renders out of Marmoset they have a bunch of tutorials on their website to help with that: https://www.marmoset.co/toolbag/learn. Look at some of the GDC videos too. However, a lot what is required to get good lighting, rendering, and…
5820 runs at a slower clock than the 4790, which means the 5820 is probably slower (or at best not significantly better) at most day-to-day tasks. On the other hand, for high end rendering the 5820 should be faster, but only if your renderer can efficiently thread all 6 cores. I think Modo's renderer is very well threaded…
They are putting some things back in, the lack of MEL scripting was a real dealbreaker. I think LT is on a good way and compared to the 3000-5000$ a full 3D studio software will cost you it is a fair deal. As long as you can do everything that is advertised + use the custom content (scripts) you are used to from the…
Your hard surface modeling skills are prety good. I see a few faceted areas and some edges that will be too hard to bake. There is much more to life then omni lights!! That render is not doing you any good. There's no need to screencap a high poly model. You wont be able to achieve anything close to the level of uberness…
Thanks Jess, 2 lights was turned on and switched it to 1 now I did multiple renders since I wasn't sure how to go about it. hopefully i did it right. here's the high poly ones Here's the lowpoly model with normal applied. I'm not sure how you wanted it applied, to the diffuse to see it "painted" on or in the normal bump.…
Popol is correct. The reason you triangulate in your modeling package before baking is because different programs will triangulate differently. 1. The engine you would display this in would handle lightmapping assuming this object never moved in the scene 2. Yes, you can bake ambient occlusion within xNormal. 3. It depends…
Thanks, cmtanko. I made that scene years ago. I created an early version of it for an environment modeling class, and then redid the composition and lighting for my portfolio (this version). It was all created in Maya and rendered with mental ray. The ground was just made with a poly plane divided into a grid, then…
Really nice work and a faithful production of the source concept. I agree that there is too much AO in the diffuse/albedo textures. Even though technically there should be none at all I always tend to use a small percentage of AO as a rough guide 5-10%. For the lighting the original concept has a greater intensity of…
Thanks Obscura. I found out that the ghosting problems was due to the hair being rendered one frame behind ot the head rendering. Basically, I found out that Unreal renders children of static meshes 1 frame behind, and as the hair was a child of the head mesh, it was always behind, sometime even completely dettached as the…
I should jump in to make clarifications because it seems people may be confused. BSP isn't what those brush tools are, it's a partitioning algorithm used to compartmentalise objects in the world. It is however true that the brush system is very tightly coupled to the spatial partitioning system since the BSP generation…