Thanks for the feedback everyone. I am pretty aware that the way it looks in UDK right now is fairly rough and can use a lot of work. @AlexCat: I've still got a ways to go for this test, so I'm by no means done at this point. @stoofoo: You bring up a good point. My intention of rendering my textures in Marmoset was merely…
Thanks Tacticman. The initial sides were something like 24, but I deleted it into just 3 edges and then rotational arrayed it and mirrored it. That way I could just work on one little section and have the whole thing made at the same time. Trick is to add a cylinder or a circle shape there too to make sure its matching the…
Hey guys, I wanted to say it was a blast reading this thread as we planned things out on our end. The contest is live now. Here's a snippet from the page: Polycount is extremely happy to announce our latest video game art contest: PETROL/BLOOD, sponsored by Quixel and Marmoset! The theme of this contest is simple:…
It feels strange to be reviving this thread after so long, but I figured since the central asset in this render I'm working on is the subject of the thread ... here goes. The below is a Vray render, with some very basic compositing done in Photoshop. I'm not sure where to take it... ignore the lack of a body on the…
You can just as well do your baking in Max rather than xnormal. Max has a good texture unwrapper with maximum control. It can choke on (much) bigger models but then for baking you only really need to UVW lowpoly ones. And you can use all the familiar tools and interface. 1. Islands dont affect your nmap in any way; just…
There's a setting in lightmass called "lighting scale". I remember setting it to a really small number (or half of the default) and that helped mitigate that issue. Be warned however, it increased light baking times BY A LOT. However, it helped smooth out a lot of shadows because you're tricking the engine to render using…
Most of the images are small, and all of them seem to heavy quite heavy JPG compression. The terminal, for instance, could use a close up version of the screen part, as I'm guessing it's for a FPS and the player would walk up quite close to it. And the engineer sculpt has a 'close up' of the face which is not even 100…
In your face with pictures on the first click. Good. Clicking takes me to a new page, not so good but acceptable. Not sure I like the bland grey background as your renders are also using grey backgrounds so it sort of looks dull to the eyes. As you can tell I like lots of colour. As for getting into the industry, wouldn't…
I bought the freelance license of the suite, and so far it's worked fairly well (I think I need to pick up some more ram to handle it on my macbook though). So far, apart from some random crashes while rendering and dealing with 3DO, I've had problems trying to register NDO and DDO. I'm not sure if I'm just entering the…
Sorry to hijack your thread but it seems your issue is resolved and I'm too using 3dsmax with a normal map problem. Can't make a threads yet it seems and I'm impatient. :p Pulling my hair out with this. OK, here it goes. I'm using 3dsmax 2013 to render out a Normal map but for some reason I keep getting these annoying…