Good stuff from Poop. This is for max, right? From the help file: [ QUOTE ] Smoothing groups define whether a surface is rendered with sharp edges or smooth surfaces. Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry any number of smoothing groups up to the maximum of…
Probably attempt to get faster at hard surface tools within ZBrush by doing old architecture and props and other misc hard surface stuff. I've seen a couple people do amazing hard surface stuff in a quarter of the time it would take me to actually poly model it, it might come in handy for an environment artist knowing the…
Your models lack material definition. This means you can't tell what two adjacent materials are supposed to be on an object. This happens when your textures aren't working well with lighting to give the impression of a specific surface. This is a tutorial for 2D artists, but it's still very helpful when creating materials…
Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
Global illumination in the sense of radiosity is diffuse reflections. They're independent of the viewing angle. Rough surfaces will show radiosity but mirrors won't at all. Everything's reflections, but there's a difference between rough surface reflections and smooth surface, so we have diffuse and reflective surfaces in…
Another important thing is most texture baking tools will treat glass as a solid surface, so an ambient occlusion bake will just be black inside there. So either hide the glass when baking AO, or find a baker that ignores glass.
eureka! its all so clear to me now! specular surfaces are always darker than non-specular surfaces! non-specular surfaces scatters the light more, showing less of the colour to the human eye! and of course you get the bonus that specular surfaces has better contrast.
Hey all, Working on the head section of my mech — day 2 into texturing. Looking for feedback on how to improve grime placement and add more storytelling to the surface. It’s meant to be a functional military unit, not a relic. Any tips or critique appreciated! Thanks!
Ivy Generator WIP. -Point and click spline modeling. Every time you click, the script will trace to the nearest visible surface in the scene and place a point there, and then offset that point based on the surface normal of the hit. -the surface of the ivy, no matter how thick, will always conform to the surface in a way…
Hello! I'am having some thoughts about decal projection for bullet decals. My main doubt is about the color and look of the texture if the decal is projected into different surfaces, for example, a bullet decal projected on a metal surface, and on a wood surface. Should i have a different bullet decal for each major…