How is someone supposed to know what your scene looks like to do tests? I mean are you using Decals? Placed instanced geometry? What is the resolution for each one of them for the lightmaps? Are you using Normals and Speculars or not? And why are you asking people to do the work for you? That's just outright lazy! It's…
I like the banners, but you could still introduce some more colors into the environment as a whole. Right now its the earth tones of the buildings and the two color banners. Maybe add a blanket hanging over a windowsill, make those signs more interesting and readable etc. One of the biggest problems right now are the dark…
Hi for some reason when i do baking in marmosoft i get this issue on my model, i see on the cage that the piece for it is missing. the weird thing is on substance painter i don't get the issue. what is causing this. I already checked the face orientation multiple times. Been at this for a day trying to figure out these…
Lighting is all baked in for the scene. I'll take a look at the props again to be sure they are not floating, but I might have to fake an occlusion for some of them, as some of them do look like they are floating even when the light maps are fine and they are on the ground. Good eye for the surfaces too, specifically the…
Thanks guys! At this point baking takes about 30 minutes, hovewer the editor documentation doesn't focus on optimization, so maybe there is a chance to make the process go faster. The big plus of the editor is quick render mode, so in few seconds I can see how the lighting will look after baking.
26,000 tris for your Pod....................... So now that I'm on lunch I can critique this fer realz. Here's the biggest problem that bugs me. Your renders are really noises and jaggy and just hard to look at. I can't tell whether it's the anti Aliasing that is making it hard to focus or just your texture work...but…
By the time you have a material baked into the texture of a sculpt, you could convert it to polypaint and just export that instead of having extra UV data on the sculpt. And you can use xnormal to bake the color of the highpoly onto the UVs of the lowpoly (using polypaint or a texture if you insist on using it). For…
Hi guys. In between working on things like this vehicle/transformer, which I based on the Chrysler Tomahawk: Gone for quite a simplistic-toon style but I think more detail is gonna help the overall look.....and hands. Here's my progress so far, with a basic normal map. Any critique would be appreciated.
Heya everyone, sorry for posting again! And this will be abit of a longer one. This projects kicking my butt, never tried SSS before but think its a huge next step for my characters so i watched "Magdalena Dadela" Tutorial on how to use a thickness map to create an SSS map and made one that appears too work when isolated…
Creating convincing metal really comes down to understanding the material properties. Whether you're using the a spec or metalness map workflow doesn't make much difference, those are just different ways to store the same data. Here are a few articles I recommend on understanding PBR, material properties and…