I decided to take the character into Marmoset after discussing it with Josh Lynch (via his Mentor Coalition). I'm still tinkering with him but here is where the model is so far:
So I've finally gotten back to working on this. I'm creating the materials in Marmoset 2. I'd like to know if I'm going in the right direction for base colors, gloss, and specularity.
Hi, guys. Finally finished the gloves. You can also see them in marmoset viewer, if you want to: https://www.artstation.com/artwork/ZQ0JN Next to finish is helmet with goggles.
My first try. Blockout in SketchUp, Unwrap in Maya, Texturing in Substance D+P and Rendering in Marmoset. If you give me some tips, i would be so happy.)
seem that you're using an old version, you need to update your marmoset toolbag :) also, very cool work, i always keep an eye on it because it was very inspirationnal ! :)
I'm definitely not an expert at using Marmoset or setting up materials for it, but it looks like you need more reflectivity - also, the surface of the plastic casing should be tinted dark red.
Fixed part of it, the artifacts of the lowpolygon model are fixed by turning on AND off "Fix Mirrored Tangents" in marmoset toolbag. The bad bake in xnormal (see the first normalmap) logically did not change.
If you are looking for a game render, why not bring them into UDK? Marmoset works nicely, or even use a viewport shader, I'm not to sure about Maya viewport shaders however.
@aclund3 small things, nothing technical, just due to me being dumb with Marmoset lol. Things such as light properties (width/distance/mesh scaling to get proper results).
Okay, thanks @pmiller001. Gonna definitely do that if you find it that these would be easier to consume in a step by step image format. I guess I'll show the Marmoset stage as a video then.