No Final Fantasy is the series for me but the true sequel in the series is Bravely Second. There was something special about FF 4-10 where I'd put over a hundred hours in each one. Even with the really weird/bad design decisions of Bravely Default, I still had way more fun with that game than I did with recent Final…
The extra tooth jumps out quite a bit in the promo image but in the finished set, it blends so well into the face that I though it was part of the default model at first :D Really cool set, great execution, but as some people on reddit said, it's lacking a bit of color/material separation which makes it hard to tell the…
Hmmm I personally feel that this sword is a little too generic. The blade shape is pretty boring (literally straightforward) and the details near the handle won't be really visible ingame. Also I think it's too dark, for the sake of readability you might try using some of that blue glow the default blade uses to create…
Everyone keep in mind that spoiler tags don't work in the notification email [of this subscribed thread]. I don't even click that email if I'm not up to date, but I usually watch it live and I'm in the first time zone it broadcasts. Still, I hate spoilers so I try to avoid breaking anything significant by default. Also,…
Did you read what Eric Chadwick had to say? He's right on about it. Read that whole sticky thread he posted (most notably, the posts by Earthquake), and that'll fix your issue. It isn't so simple as hardening the edges. You have to harden them before baking, and use an averaged cage instead of xNormals default ray…
The 3D view can't be aware of your packing, more precisely the shader used by default doesn't know what you are trying to achieve with your graph. You need a custom shader to tell the 3D View to unpack your packed channels and tell which channel is what (metallic, roughness and so on). Also for UE4 you need a BaseColor,…
You need reflection probes and for things like reflective ground, turn on the screen-space reflections on your postprocess volume. Otherwise, it's kind of hard to tell with the texture samples being so tiny, but you have to remember that the defaults in Marmoset and UE4 for the gloss/roughness are inverted, so if you're…
Max has a Auto Backup feature built in, its enabled by default and set to 3 iterations so you should check your autoback folder: C:\Users\USERNAME\Documents\3dsmax\autoback You can adjust the frequency and number of iterations in: Customize > Preferences > Files Tab > Auto Backup I have mine set to 10 files and 10min.
Some more progress, getting the base textures flushed out. I'm currently trying to figure out why there is light appearing from under the wheel well and onto the tire. I'm using Marmoset Toolbag with a default lighting atm. Not too worried about it now but will need to figure it out sooner or later. Really appreciate the…
Well I'm a little confused now - in the color map with UV's on top there is no padding... And from my experience, yeah, baking the curvature in 3do will not be good, but if you leave it at generated from normal map (default settings) it's pretty good..I wouldn't use something else. But I'm 90 percent sure the original…