Hy Ryan, there isn't a shortcut for rotating the brush currently, but this shouldn't be difficult to add in a future version. There are some other brush-related shortcuts, you can learn more about them here: https://marmoset.co/posts/toolbag-hotkey-guide/
Practiced creating a game asset for the first time with the Poltergust 5000 from Luigi's Mansion: Dark Moon ! I was proud of how my original model of it came out, and I do like the end result, but I still have to practice making UVs and baking a lot more. I would like to take another shot at this in the future !
Understanding Texture Maps - Shader Graph Basics - Episode 5 - YouTube Ben Cloward just uploaded a video covering just this topic on youtube, I'll leave link here as it adds on to info here and may also help someone searching in future.
As this obviously confuses people like me and @Shrike and probably also future readers I made a proper image: The first and initial issue was in the blue marked area where the baker missed the highpoly due to being off-center compared to the lowpoly:
This is an idea I can get behind. I even think in the future, this is how all portfolios should be done. Linking to a website would take you to a virtual house and you can inspect models like how we inspect paintings.
It is definitely an interesting design but it does not look steampunkish to me either. It looks more future-tech/radioactive... Also, even if it were steampunk, "Steampunk Timbersaw set" sounds incredibly uncreative for a name. You can think of something better to call it!!
David-J thanks for the advice i will be focusing more on individual objects in the future. I think the reason that a lot of the materials are looking similar to each other is because i don't have a large variety of props. Could you be more specific?
I wouldn't think it's that abnormal. But I would imagine it's easier to retopo your highpoly with a new edge flow rather than creating a new subdivision cage manually. Not that subdivision modeling isn't good practice for good edge flow in the future...
Love the way this is shaping up, the guard rail image above is a good idea, looking forward to your future posts. Just out of interest what are the settings on your grey shader it looks really nice. Any chance of some wires?
I think the hair looks fantastic, really crisp and realistic alphas. Only think I might suggest is the Specular may need more saturation but its hard to say with out seeing the flat texture. Adding to favorites for future reference :]