To be honest, I have some doubts about this whole thing overall, but please correct me if I'm wrong. If an fbx or obj can't store per face material assignment (which I'm pretty sure fbx can), as you said, I would assume that it can't store a set of assigned textures either so you would need to reconnect them to the…
If you bake the normal map at a higher resolution, you should see this problem lessen. If this is not for a game, but for your portfolio or some other purpose where the texture resolution isn't important, this is the easy fix. The essential problem is that the normal map corrects for the vertex normals of the low poly…
Thanks for your response. I actually became aware of the fact that you have to split the UV shell along the hard edges. I tested this with just the helmet but I still couldn't get the desired result. I then noticed that at some stage I've lost my crease information, likely because objs can't actually hold this information…
My main complaint about the scene is that it is very static - aside from a few moving leaves and lights, there is very little motion. I'm not saying that it's a bad scene - quite the contrary - I just don't understand why it's a video; everything you are showing can be seen in a static image. As far as the trees, I suppose…
Ok cool. Beauty-shot, got it. Also, will a GIF be nice to have in there ? With turnaround lighting like this. Also, here's the clothing texture. The layout isn't great because I cut out some pieces last minute <_<" But yeah, I think the Spec map is too flat... @DWalker Thanks man. Got it. I will only post WIP on my FB or…
Alright! I got some concepts out! This is what Im thinking the layout will be. The main throne room and then the sliding doors opening into a larger audience area which may or may not be shown depending on time and such! So basically focusing on the main room for now. More concepts of the room just so I can get a feel for…
It's not all based on the dl'd leak build. The lack of DX 11 is based on a news article on a swedish overclocking forum, the lack of SandBox 3 based on a dev tweet that has since been deleted (hah) The lack of actual graphical settings and keyboard layout settings is based on the demo (seriously, I'd understand if they'd…
Thanks @kohg More breakdowns to come.... Creating the arms was just a matter of drawing out the parts with the curvetubes brush and using move topological(or mask by polygroups) to tweak the layout. Then I deleted the backfacing geo for easy unwrap and added extra detail using Zmodeler. For the interlocking armour sections…
I think you're complicating the texturing process a little too much with that tutorial. If you have nice UVs you can simply save out an image of you UV layout from the 3d program and then load the image into photoshop and start painting. You can load PSDs into Marmoset, though PSDs can act a little slow, TGAS or PNG work…
My experience thus far: The Max UI is more intuitive and 75% of what you need is somewhere on the right hand side of your screen, whereas in Maya it's off into the jungle of sub-menus and alternate shelf layouts and tap-dancing between toolbars. This doesn't really matter much at all if you are experienced because you are…