What is the context here? What kind of overall object is this? You probably don't need to merge the handle into the surface. This is creating a lot of extra vertices, and is pinching the surface. You can just float the end of the handle above a simpler surface. Same with the end of the trim at bottom left. The trim can…
MODO
| Texture a Logo on a Glass Surface There are several options
for texturing a logo on a glass surface and in this video, I share the option I
prefer to use. Using this setup enables you to isolate the material attributes
of the logo on the glass surface and adjust them independently. The bottle used in
this video is…
A detail normal map is just a very small normal tilling map (typically 256*265) with just noise on it, if used well it can be used to give high frequency detail to a surface. You can use it to give noise to metal surface, add small cracks to wood, noise to concrete, mimic leather surface, etc. Tip: If you use a "woobly"…
there isn't enough geometry to match the live surface, so the quad draw surface is getting hidden behind it. you can either adjust vertex at either end so the connecting edge is not occluded, or quickly switch to the multi-cut tool to drop in some edges where it is difficult with quad draw. Hold ctrl + middle mouse IIRC…
Hello , I have a quick question for any Zbrush expert out there :) .... let's say that I have masked a part of a surface , then I have extruded that surface and then removed the mask .... how can I do to select the extruded tops as a mask or polygroup or the like? Without recalling the old masking back ofc ... I mean this…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
Weekly Progress Update This week, I focused mainly on locking down the main building and pushing my material workflow a bit further. At the current camera distance, I don’t feel the building needs much more surface detail. If I do decide to push it further later on, I’ll most likely rely on decals rather than increasing…
For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc As already shared…
If you want to push it a bit further you could make the surface behind the grid in another texture, and display it with a parralaxe effect, like if it was 10 cm behind the small grid. The surface would be flat but it would look like there really is some depth between the grid and the other surface under it. It is quite…
Actually two questions: -Megascan Bridge is "nuking" my .zips, so is the only solution to import my surface to Ddo to redownload everything a second time and make sure Bridge is killed...? O.O -Several of my surfaces are not being imported correctly or at all, is it because 1x1m surfaces won't import at all? So what…