BAKING AND TEXTURING WORKFLOW Below are the steps involved in the baking process in Marmoset Toolbag and then moving my supporting maps and geo into Substance Painter for the final textures. 11. BAKING SETUP IN MARMOSET TOOLBAG 12. ADJUST AVERAGE/EXPLICIT NORMALS 13. FINAL NORMAL BAKE, LEFT 14. FINAL NORMAL BAKE, RIGHT 15.…
Today I made a few new rooms. I tried new way of build them. So now it not just single rooms, now it may be several layers of rooms. In this case we have one big room which you may see from different places. It reduce claustrophobic feeling when you have windows and big spaces and make environments a little more…
Look awesome, definitely agree that the left side of the image needs something.....maybe instead of the car being on the already pretty heavy right side, you have a parked fire truck on the left side parked in front of a fire house? Seeing a 1940's fire truck in your style would be awesome. You could have water running out…
A few issues I'm having with vector displacement maps in 2.06 1) Meshes using vector displacement maps (tangent space or world space) render/shade incorrectly. In the screenshot below, both meshes are using the same exact default marmoset material. The only difference is the one on the left is using a vector displacement…
This! Do something a bunch! Model screws all day for a week. Then take a break for a couple days and model a screw. You'll find you've developed your eye more for it and speed as well. Another thing I find myself doing is if I'm working on a giant personal scene that's all next gen'd up or whatever I'll do a quick hand…
Thanks for your reply. I tried to add a bone/socket location module but unfortunately it didn't make a difference. The particle is spawned to the right of the socket and when the socket moves and rotates according to the animation the particles are moving in the wrong direction. It feels like the particle somehow is…
It's because you've rotated the mesh after baking. It's not a specific side of the mesh that is the problem, it's that you've baked absolute object (aka world) space normal directions into that map, and then rotated the mesh. What you're telling the shader is that left is right and right is left, which results in lighting…
Does your triangulation look something like the left? The image with the normals looks that way, and the wireframe you've shown looks like it would triangulate badly, and give you a wonky normal map. Did a quick paintover to show some better topology. How many extra cuts on the right is up to you, but I definitely wouldn't…
I loved the controls in Dark Souls! It beautifully implemented a more realistic armor system where weight affects maneuverability so if you were wearing tons of stuff you'd move and recover slower from hits and dodges. Another thing I really liked is that it doesn't have invulnerable dodging so deciding whether to roll…
First of all, the second one looks much better than the first, good job! :) Now it looks like fresh vital wood. I also like that the light is coming from the left, it makes the cracks look more interesting and it's easier to work out contoures by hard shadows. Concerning the orange all up to the right and green up to the…