Marmoset Toolbag 4 crashes while baking at around 40-50mil tris for me (split among 120 high objects). Anything below that and it doesn't crash, but when I bake with objects that are more than approximately 40mil tris, Marmoset just closes without an error shortly after I click bake. I monitored my hardware via the task…
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
I think I'm a year too late on submitting this to CAPCOM, but here's something I've been scouring around DeviantArt and the latest video game console games for (to no avail at this point): the PErsonal Terminus P.E.T. and the Link P.E.T. and all their accessories (Wireless Plugs, Gates (like Battle Chip Gates), P.E.T case,…
I tried the Advanced Metalness but the result is not looking like i want. Look at this image and my settings, the line that he has in the face is metal and that's why I'm having this problem. And using Advanced Metalness, it creates a light in the face
Is this an ultrawide? How're you liking it? I've used a dual screen setup since forever, but am considering replacing that setup with an ultrawide. Never used an ultrawide for work so have been hesitant to pull the trigger...
Hi, can someone help me on how to get such toon visuals for a low poly unity game: Aquavias game: https://play.google.com/store/apps/details?id=ua.krou.aqueducts Target style 2: Can I get something like that with the MK toon shader ? https://assetstore.unity.com/packages/vfx/shaders/mk-toon-stylized-shader-178415 Thanks…
Wow has it been almost 5 years already?! Hello again! I am on the lookout again for new work opportunities. I am an environment artist that specializes in photogrammetry and 3D Scanning, if that sounds like something you are looking for, then I'm your guy! artstation: https://peterseverud.artstation.com/ LinkedIn:…
okay was asking for friend and hadnt actually messed with it much myself but after actually looking in the material function i think it was simple solution the second output is for instances then seems that need to subtract from the world position rather than object, seems like object position for foliage instances is…
wondering how best to handle having extra joints in a rig for handling things like carried objects, attachment points, attack points, interaction points. These should be outside of the skinned rig and free floating or still under a root bone at the origin and then just excluded from the skin binding? For something like…
Good info above. Anatomy is letting you down. You can practice using an app like Daz as reference. Free and the figures are customizable. Concentrate on structure. Get a handle on generic figures first. You can turn off textures and rotate about the figure to see how forms connect.