Awesome work, I do agree with Rasmus, but it's completely understandable if there are limitations to that in marmoset. It's very nit picky anyway. Great work and definitely something I can aspire to.
Killer stuff. Not a lot of comments to make, but it's a fun thread to watch. Perhaps grab the Marmoset trial (it's extended during the Petrol/Blood contest) and give your stuff a spin there.
sounds great, I'm all over those threads, and I love the idea for Rendering and Composition, though I do think 99% of the renders will be in Marmoset or UE3 :P
sltrOlsson - looks awesome man! Is there a way to turn off terrain/make the background a different color like dark grey for presentation shots, view wise similar to that of Marmoset?
Here is the lo-poly bake in Marmoset Toolbag 2 and the UV for the hero. Need to do some topology on the ride before moving into doing some Quixel DDO textures.
I like the start on the animation ! And it's nice to see the shader "in motion". I'd be curious to see the character rendered using mental and/or marmoset :) I think it deserves it ! great job !
The white buggy area is often marmosets way of saying there are bad smoothing groups or bad quads and/or improper meshflow going on. To start, try resetting the smoothing in the affected areas.
Autodesk Sketchbook Alchemy Maya Z-Brush Photoshop 3D Coat nDo2 xNormal crazybump Marmoset UDK also.... rogelio^ nice to see another Rogelio in the community ^.^