Hi everyone, I wanted to share some car wallpapers I created for Wallpaper Engine. I take existing car photos and enhance them by adding effects, objects, and visual tweaks to create more dynamic and visually appealing wallpapers. I used my own tools and equipment, and I added my imagination to that as well. I'm trying to…
In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible…
Thanks for the input guys. Is there a particular way/technique to sharpen things up in mudbox? I kinda wanted to do that with the rim and make it more sharp with some etchings on top, but when you add the layers on top it just smooths out. Is there a tutorial or anything for making sharp objects in mudbox? And I'll upload…
Thanks for the reply, guys. It's just a little tough because I'm not sure how to exactly make it not as sharp. Do you mean the edge loops are too tight? Or should I chamfer it a lot more? Since I'm trying to model wooden boards in a well it's a little difficult to make it not as sharp. And it's always good to see a fellow…
thanks for the tutorial. i been playing around with toolbag recently with some personal project. anyways, how do you get such sharp shadows ? that seems to be one thing i cant get sharp enough no matter what size model i test with. are these all dynamic lights shadows ? *edit* nevermind, just noticed the lighting tutorial…
I prefer where possible to draw in where I want sharp edges with bulge or soft and build up each side to roughly flat, then use flatten/smooth either side, and then accentuate the edge with pinch. Just doing it with pinch I find leaves too many polys bunched up at the sharp edges and loses potential detail elsewhere. Maybe…
it's looking pretty good so far. I only have a couple crits. - The lighting needs a bit of work, since at the moment it is looking a bit boring. Maybe try adding 3 point lighting adding some red, blue fill and back lights in, but very slight. - The edges of everything are too sharp, put some bevels in the normal map on the…
Nothing has fully sharp edges in real life. Edit - I'm not much of a zbrush pro, and I assumed that it would give fully sharp edge but after a bit of image googling, it seems like it can give smooth result. But then my question is, if you bake this into the mesh, then whats the difference? Nothing? And normally you…
For smoothing groups, you can select edges that will be hard and through Edges menu (ctrl+E) select "Mark Sharp". Soft ones, you mark as "Clear Sharp". To see them as smooth groups, you apply the "Edge Split" modifier to the object. And that's all. If you export a FBX and import in Maya (I believe in Max too) your…
Really like what you did so far! Especially like the face, the only thing butting me a bit about it right now is how sharp the cheaks are (might be the light too, i'm not sure). But you can see this very sharp line going from the corner of the eye to the chin, you could smooth that up a bit. gonna keep an eye on the thread…