Original document: Bug Issue Report: Persistent Stability Concerns with Marmoset Toolbag YOUTUBE VIDEO (recommended to watch at x2.00 speed) https://youtu.be/tiz7MIinnIU The current baking workflow in Marmoset Toolbag, particularly regarding the Auto-Reload functionality, presents significant challenges that impact…
Even more key visuals that we've done for videogames! We are always looking out for more work for our artists. If you need anything 2D done (concept art, key visuals, animation or even merch), just get in touch with us at ohayo@collateralds.com Character artworks for Hiragana: Forbidden Speech Key visual for Kitty Cat…
Hi! Here is the last model, a full stylized character mage.Take a look in Artstation and if you can give me a like i'll be grateful. Thanks!https://www.artstation.com/artwork/y4dYVx
I'm available again. You can se my latest artwork on my Artstation page and my Blog. https://www.artstation.com/artofoz https://artofozfuerst.blogspot.com/
So hi, i have a bunch of questions on how to texture/bake my model. I made a model of a rifle M4A4 from the game CSGO, and i did the uv´s as a pretty high poly model they are all done now and i would like to texture it but i would like to texture it as a high poly because im going for a more photorealistic render for it…
looking pretty cool, the brick wall looks best to me.. looks sort of like marble but the downside of them is they seem to have wrinkles kind of like leather? example: http://konjosworld.files.wordpress.com/2010/05/image1.jpg?w=614&h=460 maybe change the normal map so the cracks depress rather than pop out like.. well…
^ ^ What Josh says is very true. If you can make nice breaks where this stuff will occur AND reduce the number of islands (which lead to seams) then you'll be much better off. The lightmap is looking much better. You could still select all your UV's and scale them up in Y and fill out your 0-1 and get more lightmap res.…