Refinement and study, taking breaks and coming back and realizing things might not've been that great, decide to redo them or not, move on most likely till you get it right or become homeless. 1st thoughts you are right there for this piece, just some more loving to them rock crevasses <the linked image is what I'd like to…
The detail is very good and also the material definition. But 100k for one lamp post is a bit too much for a game. If youre shooting for next gen or archviz or movies, sure, but right now its waaay too much.
Update: We added new positions, see the first post for open positions. Please email use if you want to apply for the required position.. We won't response on applications through the forums! If you have any question, feel free to ask, and we'll make sure to answer it ;)
1st post no you didn't that is fine to me you want your name in there somewhere and it works and its creative. Cant hardly see it on that orange box img but still whatever works for you.
THe influence of the zspheres depends on their scale. Still, there is only so much you can do. Most likely you just need to manually tweak things after getting roughly into place with teh zsphere rig. Move topo, inflate, are good brushes to help with this, besides masking and using transpose gizmo. You can also try…
What rig are you using? As others have pointed out there are often very different ways to fix an animation problem. not knowing leads people to do one of the following: 1) Waste their time writing up all the different ways you can fix what is wrong. 2) Only post what they see is wrong and leave you to figure out how to fix…
Toolbag supports name matching similar to Painter, so in general you shouldn't manually set up the bake groups. Use the quick loader to automatically set up bake groups based on naming conventions. See Toolbag Setup section of this tutorial: https://www.marmoset.co/posts/toolbag-baking-tutorial/
Hey everyone! Long time no posting here :D I recently uploaded screenshots for Oasis, and thought I'd post it here too. For this map, I was responsible for taking the Gardens point from level design blockout to art final. I created the majority of the architecture, textures and materials you see on the screens. This was a…