Yeah Marmosets AO is pretty hopeless. Are you working with Toolbag 2? Do you have a map in the AO slot for the materials? 2 works with AO maps differently than 1 and might help?
Thanks! Sure, I'm gonna work some on it tonight after work so I can put up the UVs. I ended up doing 2 separate maps for it, one that has all the legs on it and one for the core body - was easier to keep the resolution nice this way. its kind of how they did the in-game cutscene marines in Starcraft 2 : ]
There we go :) There is some empty space left on the body sheet where I probably will add some more mechanic parts. I'm currently working in 4k and the I mapped the legs they will each get a 2k texture and if I resize to 2k they would all get 1k each and so forth.. The texel density match up much better between the legs…
Realized that I forgot about Emissive, in this case I'm using 2 smaller RBG textures for it but If I had access to a node based shadergraph I would have made a separate mask texture for it, maybe 1024 in size that just masks in where I want the emissive in the R and G channel and control the color through a RGB…
Finally got some time to pick this one up again! : ] Test bake of one of the smaller legs: My initial plan is to have all the legs on one 4k texture and the body on one 4k texture, might resize down if needed but these guys are like 1.6 kilometer tall so they are pretty huge so I think that level of detail could work Got…
Hey! So I've been wanting to do a Reaper from the Mass effect games for a long time now and finally I have made some progress, so I figured I start a proper thread for it now :) Highpoly is pretty much done, need some tweaks here and there and might add some more micro details but I will mostly do the smaller stuff with…