A few times I have applied a simple surface bump to my high poly geometry, like a scratch tile, or a procedural dent map or a marble surface tile and been happy with the results, but unable to bake that material surface detail down to the low. I'm pretty sure max RTT can't do what I'm asking unless there is something I'm…
Subdivision Reversion will recreate the subdivision levels of an already subdivided mesh with 100% precision maintaining the UVs. It's wide variety of subdision algoritms help artist get the right look and feel on their models. Here are some of the benefits you get: If you are 3d modeler you can now experiment with a wide…
On the face of it an interesting closed source option however I think a brief workflow overview would help, thus enabling people to assess either it's pros or cons themselves although appears your demo is no longer available? Side note - for hard surface stuff I make, a native voxel remesh technique seems straightforward…
(My English is not very good)…When performing hard surface normal baking, this issue often arises: strange fine ridges appear along the low-poly topology. How to fix it?
Woah, so many entries this month! Amazing to see everyone's takes on the concepts! Thank you! Great work! My only advice would be for the grunge. You have a fair bit of grunge in the concave sections of the light housing and underside, but this is juxtaposed by the rather clean flat and convex surfaces. Perhaps evening…
I agree with Eric, variable line width would look great in your work, which is lovely by the way. Something else are the doodle-like lines in the middle of textures. They bother me a bit because they're too jagged. They'd benefit from stroke smoothing/stabilization, and would look great if some also vary in width and…
@sacboi Thank you! To answer your questions: 1. Maybe.. 2. They are flies! Need to do another pass on them as they still have a uniform material. @Celosia Hey, really appreciate the detailed feedback. There's some very interesting ideas there that I'm excited to try, such as the inversion of expectation. I struggle with…
I'm a bit confused to be honest. Sculpting anything generally means raising or lowering the surface. No surface change, no noise. If you didn't want to change the surface, you could try turning off zsub/add and just paint the noise with RGB. Or use one of the bump materials which would basically convert the polypaint into…
Quick update: So I finally finished the base and a main parts of the shuttle. I was primiarly focused on workflow for hard surface and recently found out the bevel shader and I much it helps combined with sculpts. I still need to go back and just do some adjustments, but it's getting there! Landing gear and some modular…