Agreed, it's solid. As for some first impressions I had: The Untold house looks atmospheric and seems mostly realistic, but many edges have very wide bevels and are lighter like you might do for more stylized stuff. Edge wear is real, but usually not as extreme and even as that. The big round arches over some of the doors…
If a 3d scan is really hi res with sharp edges Zbrush Zremesher with "detect edges" on does pretty nice job actually without much of spiraling edge loops. As well as 3d max one. The issue are things like blades with triangle profile where it can't recognize the cutting edge . Boxes and cylinders with holes are often sort…
Hi everyone,I am rendering a model for my portfolio in marmoset toolbag.But when I use normal map I find a promblem like this: You can see there is some hard edges in the chest. And then I put the same model and the same normal map into maya.The render result is like this: It seems every thing is all right. The low-res…
The topology looks fine, specifying your use for this model also helps... e.g. if it's meant to be animated your topology is in the right direction... but if it's supposed to be a statue etc or an environment asset you could re-topo for better details assuming you'll be sculpting into this later on? The only alterations…
Hi everyone,I am rendering a model for my portfolio in marmoset toolbag.But when I use normal map I find a promblem like this: You can see there is some hard edges in the chest. And then I put the same model and the same normal map into maya.The render result is like this: It seems every thing is all right. The low-res…
Hey thanks for the feedback, @Bomb_Bear This project took a while to render and this particular area put me off as well, I guess I was more focused on the lighting. I soon realised that I hadn't been utilising the hard/soft edge tool in Maya and I haven't had the time to rerender. @Dpowell94 I realised this as well and…
Ok, I am on my next model. I have a flat face subdivided, how can I get the vertices into a curve, so one side of the flat face becomes round? e.g.: in blender I would do that with proportional editing and then drag a vertice/ edge and the others would would follow, so a nice curve would be the result. Furthermore, I…
@Gamer_Alien: You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead. When subdividing the base model into the highpoly, use…
Use more geo. Unless it's for an low poly game or it's really small on the screen I would use more geo to round the edges, define the chamfered edges and give more details. Also you missed a lot of details (e.g. at the top on the side is a part in the concept which is missing in your version) and didn't got the shapes…