A few questions just out of interest that might speed up future responses: What quality lighting are you trying to build? What are you trying to light? What results do you get building the lighting with lightmass turned off? What are your computer specs?
Very rough concept for the Desert Eagle "Void Hawk", intended as an entry for the CS:GO competition, drawing inspiration from Alien(s), Bladerunner and Space: 1999, the unremarkable colour scheme and overly utilitarian look should fit Mil-spec rarity well. Gunsmith will be the finish style.
Those fingers do look kind of long to me? Also, if you have the clear goal of using Unity, I'd definitely recommend previewing your models in that engine - might save you a lot of time re-tweaking diffuse and spec textures that look different in marmoset ;)
I might have a go, I was thinking of making my character from Diablo 1; it's my chance to make a woman without boob armor or battle-heels. I might up my specs since there's no limit, 1024 diffuse and 2k triangles sounds good :)
i have a lenovo s10, so basically the same specs, silo2 feels pretty responsive for lowpoly stuff.. haven't done much more than loading stuff up and rotating around a bit, the display is a bit too cramped for me too work with for anything serious.
Was just browsing your portfolio again and looked at that arm you did. I didn't realize there was a real-time skin shader that had all those layers like subdermal and epidermal various spec layers etc. What shader is that and how can I get a hold of that?
Clay tubes to bulk up forms and standard + smooth per's way to refine and add tight details is how i sculpt, it's a pretty natural way to work. Normals look sweet, diffuse and, naturally, spec, needs work. Break up those highlights as much as possible.
Heres the rock in its final stage. Its 848 tris using a 1024 x 1024 diff, spec, and normal map. I think I am going to end up having to put our post meshes under the planks so it reads as more believable.
+1 on the gtx 260, great bang for buck. I'd of gone higher if i had the cash but i can run every single game at top specs, runs max / zbrush / xnormal etc all sweet, no bugs, no problems for me thus far (over a year)
I very tempted just to go with UT2004, simply becuase I DONT WANT TO USE NORMAL MAPS AT ALL - Bobos comp had them as an integral part. I also want the texturing part to be open to anyone without the need for bump/spec/opacity maps.