Two Listen I appreciate the feedback. You raise a very good point about the "wow" factor somewhat stagnating the visual side of things this day and age and in this case semantics is definitely not my friend. However I do believe that we are to blame for that at large, because most of the beauty elements apart from scale…
UVing the high takes only a few min, you're only doing the pieces you need and often that's a simple planar, cylinder or explode unwrap. At the baking stage you really aren't doing too much hardcore modeling that is going to effect the UV's on the high that much. But it doesn't take much effort to redo them if you need to,…
Focus on making this one look as good as you can first, then worry about putting it on your portfolio. 100% agree with Lev, you really should try to avoid separate smoothing groups on the low poly when baking your normal map, ESPECIALLY on more organic shapes (such as the tires and seat cushion). You still haven't baked a…
I've finished the first draft. Only problem is that it's currently 200 words over the limit. Yikes! Gonna have to edit and cut this down a bit. What do you think? Do you like it thus far? Feedback appreciated! (Had to cut Vayne from the story for the sake of time and making it streamlined.) PROJECT: HUNT “Shit.” Vi gazed…
Thankyou! Regarding the light, I'm using a directional light but on the movable setting. I'm not sure how to deal with the jaggedness right now, but I placed it on moveable because I plan to have a video starting from the outside and moving into the interior scene as the doors open up so the light goes into the room. I'm…
Original document: Bug Issue Report: Persistent Stability Concerns with Marmoset Toolbag YOUTUBE VIDEO (recommended to watch at x2.00 speed) https://youtu.be/tiz7MIinnIU The current baking workflow in Marmoset Toolbag, particularly regarding the Auto-Reload functionality, presents significant challenges that impact…
Kudos on the work, and welcome to Polycount! I worked 6 years at Wayfair, helping lead the 3D team to make environments and renders like this. We developed a bunch of guidelines for how to make and light and shoot scenes. First thing, the lighting is very warm, not matching the reference. I’d suggest adjusting it brighter,…
Another update for the lights. I changed the spot light of the lantern to an omni light, added another spot light at the front right of the cart and played around with the various settings of the skylight, hdri and artificial lights of the scene. For the hdri i kept the Tokyo Takeshita that comes with Toolbag. I'm working…
Keep in mind that lighting in any 3D viewer (3D Coat, Substance, etc...) is different than the lighting in Unity. I suggest spending some time lighting the scene in Unity before you worry too much about what might be wrong with the specific material / textures. Some things you may want to look into regarding lighting the…
hey, looking good so far. most of the assets are pretty solid too. i think the biggest problem is the overall composition, the scene is lacking a focal point. the lights are placed in a way that would be realistic, but doesn´t help your composition, you should use the lights to highlight certain parts. for example the…