I made a few changes to my image to improve my portfolio. I've improved my spec maps, tweaked my head's diffuse map and gave it a gloss map to compliment the spec. I also changed about the render settings in Marmoset and I think its given me a better result. Anyway, I just wanted to share this update. Might try and get a…
Ok your uvs are fine, this looks like a bug in 2016 in how the uv editor's checker pattern is displayed if uv sets don't have the same exact UV seams. The workaround is easy, but not as convenient: Create a new material and assign a checker to the color/diffuse. Use UV linking: Windows>Relationship Editors>UV…
Hey guys!! Me and my team are back from the tyranny of our dissertations. We are finishing up our character models and having them rigged and skinned as we speak. HOWEVER! we are having issues with seams in the UDK engine. Can anyone help us with eliminating Normal map seams for our character models? They're doing our…
Bigsog- Thanks! will do my best. NathanBarrett- Thanks. Technically speaking, its very simple. Uses 1 normal map that is added up for different levels of detail. Then a diffuse that is interpreted a little for slight color differentiations. Main color is just a Constant3. Axios- Me too haha. Started playing it again today…
I think you should do some observation research when it comes to some of the materials. You have great stuff but it falls short due to the specs and diffuses. The hatchet for example looks great as a sculpt but looses a lot of readability when you have the textures applied, there's a lot of noise on the metal. use your…
Great update. Now is that possible to bake matID colors into base map? afaik xnormal needs some vertex color data or different polygonIDs to bake matID colors. Would be super cool to be able to bake actual modo material colors in xnormal. Sometimes modo diffuse coefficient output giving wierd coloration at the padded areas…
You can try out the ambient occlusion options, and you can play with the bounce amount, and with the environment color. But there is no "good" settings. They are depending on the many things. If you would apply a diffuse texture to your model, it would hide the pixelated look of the lightmap. Try it out. Just add one, and…
Very good work man! I think it would be cooler tho if you turned up the ambient in general. The thing about these stylized scenes is the darks never go that dark. So the fact that you have a lot of black in there is sorta killing the vibe imo. I actually really like how your pure diffuse looks, so it tells me you did a…
Thanks for the tips arcitecht! I worked on this before seeing your comment so I'll adjust on the next pass: Me and marmoset2 had a date last night. I got to know her really well and she wasn't a bitch about. Learned a lot and really love the new setup. These are the base colors, diffuse only. I played around with different…
Just getting back into level design and learning 3ds Max :P Unfortunately, I missed an important thing in the video above: that you can't use $envmapmask and $bumpmap at the same time. I had intended on demonstrating how to transfer the Specular Level map into the alpha of Bump, Diffuse or Self-Illumination... but it…