Posting this here to not spam 999,999 peoples' emails. I know you're all working away nicely on your stuff, and you were interested in seeing some pictures using Marmoset IBL in Unity. Only complaints I have are the lack of interaction from realtime lights to the IBL components. I tried the "Hard Surface Shaders" and it…
oh it absolutely is a positive move! But for a future tool perhaps. Or in a different workflow. Numbers are very impressive. we artists are thrown "gazillion of polygons and dozens of megapixels texture sizes" and we are easily impressed like little kids. Because we are :) "Extreme nanopolygonal vectorized sudivisional…
New asset done: a hay bale! It was difficult because I never done objects composed of hundred little things. I really want to depict this complex volume and I think I found a satisfactory solution! At the same time, I learned UE4 (I dislike the way Unity managed material) to be sure of the realtime result. So instead of…
1. Hm as for UV. That also happened to me. I uv the mesh in rizom-uv to check it out. Whenever I imported the mesh the UV was broken but when I re-imported the mesh the UV was as good as it was in rizom-uv. I don't know what the problem is. 2. About using less support loops. I wanted to have smooth areas in those areas,…
This is a character I've been working on for a while. Mostly inspired and tried to aim GTA characters as inspiration. Used Blender for only Hair tool plugin which is really helpful for creating exactly what I want in a versatile way. Polycounts -36k for all hair, facial hair, eyebrows and eyelashes(I didn't removed inside…