Greetings, I'm trying to wrap my head around what would be the best way to approach environmental assets that would fit a fantasy anime setting. I mostly create stylized art pieces that fit the WoW style or Heroes of the storm. However I'm making a modular house kit for a personal project and I'm wondering if it would be…
There’s a lot of advice that a portfolio should only showcase your very best work. But what happens if your best work isn’t directly relevant to the role you’re aiming for? For example, let’s say you’re applying for a position in 3D architectural visualization. Your strongest 3D model is actually a highly detailed car,…
So I'm fairly new to Marmoset 2.0 and I seem to be running into a problem. I've placed all my textures into my scene, but my spec maps in Marmoset appear very blown out and flat and I'm not sure why this is. Here's an example of my spec: and gloss: But this is how Marmoset reads my spec: I have read the tutorial on…
Hello A topic that often baffles me, and I very rarely have a way around it that isn't just.. have the two elements be seperate and just clip each other slightly. I'm hoping the title gives it away but I will provide some examples with what I mean just in case. When constructing a model that has a certain part of its…
This is an example of a spot that has a black outline from certain angles when baked in marmoset, with transparency on to see the difference between low and high poly. For example, I have been trying to fix it by manually making the top edge closer to the high poly.
Thanks okidoki I need something like in your last google image search example. 2-s decals laying next to each other. Using particle paint shader is a nice idea actually but I am afraid it may require to recreate the whole game physics in Blender with dozens of cars . Probably would be easier to ask our programmers . So far…
@meejeebee Welcome to Polycount. Consider checking out the forum information and introduction thread and the dedicated modeling and topology thread. This is a great resource with examples of common topology routing solutions for a variety of different shapes and active community members that work together to solve more…
Mainly I mean texture-only work, maybe with some slight reflection map shenannigans if needed. it doesn't have to be pixel-perfect stuff or anything. I know that there was an example of a flowing river in a game, but I cannot remember for the life of me, so this is close enough to what I'm talking about.
I don't see blender making any great strides for some time - i think it'll happen but I don't think it'll happen very quickly example reasons that aren't silly - The studio probably has a 15 year old Maya toolset which they don't want to rewrite - I've rattled on at length about DCC agnostic tooling on here in the past -…