Also, as far as I can see there's no way to view bones in Marmoset, which makes troubleshooting things quite hard if the rig doesn't import correctly or have deformation issues.
I see, must have missed that info in your original post. While I don`t know what`s happening under the hood, I think from a content creation point of view, keeping normal map handedness consistent and independent of graphics API used makes things easier and less error-prone (for example Unity marketplace assets work…
i didn't mean that people should be viewing this stuff and sucking it up. I mean that if you are uncomfortable with it yet want to be complicit in the creation of the product, shame for apathy and/or hypocrisy. Having the cake and eating it too sort of situation in my mind. Person wants the studio job, the studio pay, the…
i think you have a pretty good blockout, however the forms are quite lumpy but do not worry it's very common for starting zbrush users! what i would suggest for the face is to start geometric and planar then smooth out the hard edges after. the same would apply to the clothing as well, balance the hard edges vs soft edges.…
Yes, carpaint is always done best with a fresnel node. What it does is switch between two colors depending on the angle you are viewing it. So it has the appearance of depth and subsurface scattering. However, the Bugatti's aren't made of metal, they are made of carbon, so you need to review the surface. Fresnels are a…
LOL. I mean, if people are already just looking at marketing images and not bothering to scroll a few images down to look at the in-game ones, it'd be pretty hard to convince them to download a mod to see your items wouldnt it :P If something like the DotaHattery would work, then we pretty much have an ideal solution…
ya im still trying to figure it out it is with the normal map i eneded up smoothing the whole mesh and bring it in udk and it gets the hard edges once you put the normal map on it. thinking it is a sync thing between what your using to bake and udk. i recreated the normal map useing the HP and LP you provided which looks…
pior raises an interesting point... where charming volume might be inherently "stereoscopically charming". I have noticed as much in 3dvision. Where complex low poly worlds have a stereoscopic charm not necessarily appreciable when viewed normally. ( abnormally monoscopic ) Noticing and enjoying as much... It has always…
* alt + B set background image of that shot to the viewport * set the render resoloution or aspect ratio to the same of that picture * enable safe frame (shift + f) * match the grid or view to the background image * create a camera snapshot of the view (ctrl + c) * select your mesh or poly and apply a camera map modifier…
Yet you are still breathing, so stop exaggerating~:D It's just the shape of the skirt makes here look somehow less attractive from the side view while the front view looks great. I understand it's how the skirt occludes a big part of the legs. I think one way to fix it is to use those metal plates around the side of the…