Substance Painter displays/renders/calculates normals differently than other renderers - if it works in your target engine (marmoset) after exporting, then don't worry about the seams in painter.
Congratulations guys it's great to see you've reached your target, well deserved too! Also I showed the vid to my other half and she really likes the look of it :)
updated WIP of my stylized batman still need some work and details and stuff This is the one that i would eventually like to practice animating with morph targeted face and all
Would attaching the object to another mesh And then deleting the other meshs original polygons fix it? It'd break a morph target iirc so must affect vertex ordering somehow
im mostly concerned about the large amounts of alpha on the ground tiles. Where the iphone falls down isnt the polycount it is the fillrate. whats your target iphone generation. 3gs?
BigErn, for tweak, make sure you have "Click drag select' checked in your selection preferences? Haven't noticed any changes with the Target Weld, seems to work as usual.
Depends on the target hardware though. Normal maps are sometimes better for a mobile game than a high vertex count. A nice example of what's possible. http://karolmiklas.com/gallery_2.html
sketched hair and cape btw.. my target is desktop videogame, so im not sure if i'm gonna use separate polygon hair or one mesh for the whole head and hair..
Yeah, I think they are trying to blur the lines, between console and PC. I think that's where people have having issues with understanding the 'target', because they are use to have that division ;)
Regarding the hair, the polycount wiki might help you out: http://wiki.polycount.com/HairTechnique Especially this one: http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=squirrelyjones_fur.pdf