Subscirbed for marmoset because of this update, have no prior experience with toolbag though everything looks pretty straightforward. Had to spend some time figuring why textures look downscaled and blurry compared to SP. Turned out had to import roughness in tga, and activate rgba for albedo. But have a problem now a…
I don´t know if this is already done, but there are my thoughts: Maybe those red crosses are too "new" comparing with the rest. Also As far as I remember this structure is quite big, those scratches looks too big for a structure this big and also they look too random. Try to think where they would happen. E.g.: Lift cars…
As above, nice looking high poly! It’s difficult to reduce the polys without knowing how you are planning on UV'ing the model but as a quick pass here is where you could save a few! blue = can be removed green = inserted red = T junction I think the main ones are down the center line, but these might be for mirroring the…
Nex extended video btw showing off the towns [ame] https://www.youtube.com/watch?v=GQ6TcgcYpPs[/ame] But that's pretty unusual for square t show their game engines like that. I'm glad they're marketing the game as much as possible. During 6 years, we could only get bribes of info. I think the overall looks a bit too washed…
heh, It's because the textures are for marmoset2/pbr so the "rule" is for metals (and that asset consists like 90% out of metals) that the diffuse is black. The other nonmetals are the black rubber (so darkgrey diffuse), so the only thing in the diffuse that really mattered is the red plastic. you can find some more info…
It depends on your ref of course, but two things stick out: -the T shaped intersection of the ribcage and the abdomen, which should be an arch instead. -The deltoid area is somewhat undefined, and directly below it there appears to be an odd lump. The pectoralis major does not enter the arm that far to the outside. There…
Re: UV Scaling: http://boards.polycount.net/showthread.php?t=52415 This script is badass when handling multiple materials on one object. All UV's are scaled as per the size of the mesh. So you unwrap things one at a time on the model, Normalize UV's, and pack them up. IMO, this is about the first thing you do before you…
[ame] http://www.youtube.com/watch?v=e-Tt4rTeGh0[/ame] DOWNLOAD PAGE: http://www.redprodukt.com/blog/?page_id=100 BrainSplode is a new game from Rust Red Games about rockets and busting some alien brains! They came to suck the life out of the planet, but they didnt expect to be BrainSploded! As the game progresses, more…
Over 8 years of development. R* Games first's actual next-gen title. One week after it's realease it's being critically acclaimed for it's intricate sense of details, solid game play as well as one of the most immersive open world ever created. The Western GTA on one side and a Cowboy simulator on the other. Of course,…
I have a question about my entry. http://www.polycount.com/forum/showthread.php?t=141200 My goal is it to create a SiFi skin for Miss Fortune. Most of my work for this contest is free style in case of time, regular work bla bla.... Luckily i recognized during my working prozess that MF's red hair i made is similar to Samus…