@Dis, cholden The pixel density is actually pretty close, maybe the wood is slightly smaller. I think the main thing that you guys are seeing (I see it now as well) is just that the "style" that this one is painted in is sort of different from the rest of the building. I guess more specifically, the noise frequency is…
Thank you for the comments. Firstly there isnt really a way to do puddles/real reflections in the Marmoset engine (I googled this and couldnt find a way) otherwise I would love to add a puddle to the foreground, and stuff as thats how I wanted that area filled in my design. I agree the lighting could do with some work,…
just hit the [space] key - it then does what you just described. Hit it again to disable that mode. no all unique unwrapped and textured (every little corner, wire, stone,...). It was done by 2 students me beeing the character modeler and texture artist and the other one beeing responsible for most of the environment work-…
Thanks for the reply AOEA, I already kinda knew that, I'm actually just looking for a rough estimate, a ballpark of somewhere to start. I might actually be making models for a console game (crosses fingers). I'm currently practicing character models and wanted to know the ballpark of total polys to shoot for. If/when the…
Alright, Here is what I am doing... 1: In Generic Browser; File/New; Name: Cube_Test, Factory: RenderToTextureCube, Width: 512. 2: In Generic Browser; Actor Classes: Actor / SceneCaptureActor / SceneCaptureCubeMapActor. 3: Rclick the floor in my scene where I want the Actor, Add: SceneCaptureCubeMapActor. 4: Move the…
Great characters in shitty looking environments makes for a bad looking game. Great environments with shitty looking characters in it make for a bad looking game. There needs to be a consistency in quality throughout the game for it all to come together well. Depending on the genre, there might be a bit more emphasis in…
Poop/Mop :I agree about the poly use,i did waste a bit trying to make the outline of the middle lock too noticeable. Ill have to plan out my low polys more in the future but where the polys go is the 3 front locks and the 2 back hinges as for the texture size it can easily be scaled to 1024 and preserve most of the details…
Thanks folks. The Snake was modelled straight in max, zbrushed, reimported, crunched and then path deformed into position, the idea being I could reuse it again later. I modelled between 8 and 12 half bricks in a previous brickwall piece and then reused those in the arch piece. As they were all on the grid it was easy to…
Yes, the idea is to export this high poly model to Substance Painter for the normal map baking, so I can just ignore the problem and continue working outside Zbrush. However, this issue it was very annoying while I was working because made me think I was doing something wrong since I couldn't see the lines vertically,…
Finally making a start on this series of acrylic paintings which will either comprise of concept designs, environment visuals or indeed both (..we'll see) representing a personal impression living through a once in a hundred year "Black Summer" bushfire season for 8 months and frankly still mentally trying to accept had…