I created this for someone else's thread, but It is applicable here: The left side is ideal, it's a lot easier to work with, identify and texture. While the right is a lot harder, doesn't fit the UV space as well and it will be harder to prevent a visible texture seam You want to straighten out your UVs because one thing…
We figured out what was causing this. It turns out there was a picture viewer codec for viewing .tgas in Windows Explorer that was incompatible with this. With it installed it crashed NDo. When I uninstalled it NDo launched correctly. For reference, the codec causing the problem was FastPictureViewer Codec Pack.
well from what Ive read and seen the majority of all these guys had huge builds similar to power armors/terminator armors I have a entire listing of everything Ive ever seen / read of sagan' I actually have over 20 + images of sang' and his different varations, I have found that the one above is the best design , and…
Finally had some time to work on this again! Mostly finished up my major forms for the scene and practice some soft material stuff. Specifically the carpet, beanbag chair, and bed! Never got to use marvelous designer before or POM shader nodes so a lot was learned with this project. still need to tweak some of the colors…
High poly might be useful if customer wants to bake his own normal/AO maps for engine he is using. As long as models seem to come from the same set. Like traffic cones and street signs would make a good pack. But feel free to disregard what i'm typing here :)
Seems like a not so bad start. Thanks a lot for the quick answer @stevston89 :D . I'm seriously considering buying one scanned model now you've reassured me about the process of how to make this investment useful :) . I'll just take time to choose which one, I see I have 11 days before the sale runs out ^^. I don't know…
dunno about marmo , I dont use it to bake stuff, but in substance painter you can simply use a snapshot of the 2d window in material mode. So if those textures you are working with are coming from SP, than just ditch marmo and export it from there.
Ugh I've been wracking my brain trying to come up with results like those in your pictures. You got any money shots of the node setups of your materials? EDIT IM AN IDIOT AND SHOULD READ THE ENTIRE THREAD. Ignore my post!
not being negative here, and I wish you luck. But knowing what an LOD is may help you get the job. Perhaps familiarize yourself with basic game related modeing technologies and terms. If you come into the interview asking what an LOD is, they will shun you unfortunatly.
your normals on the low poly render aren't really showing. if you are rendering in maya, make sure to set the filter type for each map to "OFF" and also make sure to set the mode to "tangent space" on the bump node. I believe it is set to "bump" by default.