Got my low poly done and baked out! I'm pretty happy with how the normals turned out :) The wrapping could be a bit more defined, so I'm thinking I'll go tweak the high poly yet again. I keep making changes that are so subtle that it barely looks like I changed anything. But other than that, I think the bake turned out…
@alexk Yeah I have the baking pipeline down :) A few of the props I have are low poly bakes, like the throwing star, and rock collection. Maybe I could showcase the process better or simply take more advantage of it and make more high poly meshes, sometimes I just dont find it necessary Also, thanks for that tutorial link,…
@Goldo_O Thank's for the comment buddy :blush: I'm flushed that such a great artist like you put this words about my character :) THanks! So, here I post my low poly with the baked AO and some tweaks on it (the bake wasn't perfect :P ) I use this map just as a basic lines shapes and as a rough base color making some…
heh, so many people have finished in the time it takes me to make posts XD Ok, max high, max low and first test xnormal bakes! Also experimented with opening up the visor (on the high) to see what it looks like I blame my weakness for Xcom and Total war... entirely... on the speed of these updates :c Back to zb tommorow to…
Please note that your reference is "unlit". Also, you should have not lowered, but increased the roughness. This will make the reflections (of the light source and other stuff) more blurry. Check out this article to further understand the concept of pbr: https://marmoset.co/posts/physically-based-rendering-and-you-can-too/
Hi, this position has been filled. I really appreciate the people who reached out. Hello artists, I am looking to hire a hard surface modeler to create a rigged, 3D model of a vintage exercise bike. See screenshots/youtube link below I actually do not require the entire bike to be modeled. I am most interested in the green…
Hi! For two years I've been working on a level design tool for Unity that allows you to design levels in Unity using boolean operations. It uses an unique algorithm that I've been developed over the years that, unlike other implementations, makes it possible to perform these boolean operations in real-time! Even after…
Perhaps some mystical glowy particles could help to make it clearer-- I think as it stands, it's not obvious that that would be the case. I look forward to seeing updates!
I've been using the bevel shader in raytracing mode as demonstrated in the Marmoset Toolbag tutorial video showcasing what's new in Marmoset Toolbag 5. The process has worked wonderfully for a while to speed up making trim sheets for game assets, but for the past few days now it crashes showing the message the marmoset is…