but that's not working in mel. when i try to set the matrix size with a variable, maya gives me an error. it just let's me define the matrix with absolute numbers, like matrix $myMatrix [10][3]. of course i can't set the size, before i query the vert count of my mesh.
You should use a darker (mid/dark grey) material with a strong spec/gloss. Like this: What this does is highlight edges, which allows you to show off your subdivision work more clearly, and at the same time highlighting any pinching errors so it's easier to spot them to fix :)
It looks really monotone. Perhaps try to play with some complementary colours. You could really saturate some reds and bring in some greyish blue or something... just try and error. Now it looks like a sepia foto, but I do like the red one more than the green one.
Edit: just figured out why i was getting these shader errors. I reset Xform, which still didn't help, but then on a whim selected all the faces and flipped them. Then the heavens opened up and I could breathe again. Plus I didn't get the dots on the bake this time :poly142:
This definitely works well - the only gripe is that you aren't able to see how the triangle strips are directioned in the model before exporting for baking. This can bean important issue in some cases where triangle strips needs to be flipped specifically / manually so that there are no shading errors / just to render…
Mkay, I'm jumping ahead here already. I read the error message when I tried to activate online - it was telling me the license was already in use. So I logged in on quixel.se and deactivated - then started Photoshop and Quixel Suite again. I was not even prompted to type the license info this time.
Last update for today. I made some adjustments to the legs, and made some tweaks to the butt. I went in and blocked in the toes, next I'll be going in and connecting the pieces together and cleaning up rough areas. My last attempt at posting hit a database error, I hope this one works! :)
Thanks a bunch everyone! I know its a bit redundant, but here's my official final images. Changed up the background and lighting a bit and fixed a few mesh errors. I added a marmoset viewer on my artstation page if you want to spin around. https://www.artstation.com/artwork/kXO40
First time I've seen one of my models used at reference. Awesome! :) Soften up the edges like Alberto Rdrgz said and take a look at your topology. There seems to be some smoothing errors and unintentional hard edges near the front of the model, just behind the front "entrance". Keep it up!
If it's showing up perfectly fine within Substance Painter then I would have to guess it's an error that's occurring through the export options. I would check what file format you are exporting as, and also what bit depth you are using. Maybe someone else has a more concrete explanation.