Bottom-left is the UV layout for bits that will have transparency (the flipper, tail and feet), and bottom-right is the body, "leg" (stumpy as it is) and head. Both 128's.
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Company Description Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Barcelona? Then Gameloft is the company for you! About Gameloft Leader in the development and publishing of mobile…
Game ready model of a Carl Zeiss binocular. Done as a side project to practice modeling, texturing and rendering. 4.484 Tris, 1 Texture Set, 128 px/cm at 4k Pretty happy how it turned out, what do you think? What can i improve on?
Model 11k tri approx. 2048 diff,nor and spec texture. Modelled Maya and Zbrush.Rendered in Marmoset. Diffuse and Wire - Wire,Diffuse and Final Head - Textures- Zbrush Sculpt- My toy figure used for reference -
the Albedo base map slot is the word you are looking for, at least for 1.8 and below. It's towards the bottom of the stack where you import all your bake maps before starting the project.
Ironbearxl: Try turning up the subdivs on the lights and materials. Default should be 8. I would try 32 when testing and then turn it up to 64 or 128 for your final render.