I would definitely work on your presentation because this model is solid! Are you still using marmoset toolbag 2? Some quick work with the skies given in marmoset toolbag would make this look a lot better than it currently looks! Maybe mess with the material gloss diffuse colour, also make sure you have sampling, shadows…
I can't help you with UDK, however if you're having issues with your specular and gloss maps in Toolbag: A. Make sure your gloss map is saved in your specular map's alpha channel, and make sure you're saving it as 32 bit B. Set the specular sharpness setting to max for your gloss map to control the full range of values C.…
That depends on your budget. Topogun2 is $100. It's great for retopo IMO. And isn't too bad at baking texture. It could be replaced with some nice Max/Maya retop plugin. And xNormal is always good. Marmoset Toolbag 2 is very handy. But you can get UE4 for $20 or something. Then cancel the subscription. Then you're good. I…
Nope. Not at all. Check these tutorials specifically: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Metalness maps are just a mask that defines what materials are metal (white) and what materials are non-metal (black), and automatically assigns accurate-enough specular…
Hey Justo, from what I found most of the icons from the Main toolbar (the one that you would like to change) cannot be changed as I explained above. Some of them can actually be change from what I see: I simply tried to right click on some icons of the Main toolbar and on some of the drop down menu appears. Honestly I…
Looking for feedback for my personal project. https://www.artstation.com/artwork/3dQEXJ Custom tuned Chainsaw. 19 917 Triangles in total. Single 4096x4096 texture set + 512x512 tileable chain. Design is a mixture of various chainsaw models + kart engine + modifications. Highpoly (hardsurface) is created in 3ds max using…
I tried baking a cut detail from a high poly source onto the low poly and around the corner of the object I got this stair-stepping effect when I tried to fix the skewing through Toolbags Skew feature. This is the geometry: Now I am thinking that the vertical edges are messing up the vertex normals? I managed to solve most…
Alright so I started messing around with Toolbag 4's Raytracing features and got to this point. I think I still like the rasterized look of the daggers more so I'm going to need to spend some time with raytracing to see if I can get back to that look, but in terms of clarity I think the raytracing is the way to go for…
@Sunray I need some screenshots showing the settings/graphics or lights, also... are you using Toolbag or UE4? If it´s toolbag 99% weird lightning lines like yours are from GI without enveloping all the voxelized scene and/or the lights themselves. If it´s UE4... far more complex, can be from the graphic settings, from the…
I've been very busy since the Riot art comp, but work is settling down so hopefully I'll have time to post some more stuff soon! In the meantime here is something that might help someone else who like me, has been manually baking gradients for their characters - wasting too much time in Maya, when it turns out you can do…