Thanks for all the comments and crits! I appreciate it. Made most of the suggested changes...I took some new screenshots of the sniper and thought of using that system for every finished model. First frame: 3 views of the model without texture, second frame: same views with texture, third and fourth frame: for texture…
Hi , i have a problem in the transparency map , in painter it looks ok, but in marmoset it looks like a backface calling or something like that. Export template - pbr metallic roughness / UR4 packed. Ty.
Physically based rendering Using a PBR ready engine (UE4, Marmoset, CryEngine) probably 2 2048x2048 textures for a character 30k-70k tris for a character
Sketchfab added PBR shading a while ago: https://labs.sketchfab.com/siggraph2014/ Its shadowing and post processing aren't as well fleshed out as Marmoset's, but it's serviceable.
Ah gotcha... with how bright the original concept art is, are you going down to an almost pbr level with the whole character instead of a cartoony painted look?
thanks, Yeah Challenger that was in marmoset PBR so it looked more metallic in there. still alot to do but here it is in maya right now, few more changes.