Okay sorry for being a bit cagey about describing this. I've been able to narrow it down to simple export from Max, i'm using this inside of daz so i use a variety of programs but dont let that throw you off. 1 shows materials inside of max all multi-surface. 2 shows the materials inside of uv mapper. 3 shows my export…
but as soon as you get too close, it's very clear they’re just intersecting planes do the planes normals match the surface normals ? if they don't then their planar nature is pretty obvious this is crossing planes admittedly with a pretty low res texture
I don't want to piss on everyone's cornflakes... I like the hard surface tools in ZB, but I still wonder how 'efficient' they are in a pipeline, even now with all the updated tools. I don't think it's ever going to overtake precision modeling methods, e.g. what happens if you need to make big changes to a hard surface…
I'm no hard surface expert by any means, but doing something simple as a door would be not too difficult in Maya when it comes to hard surface modelling. Ever since I installed 2015, and don't get me wrong it's a fantastic improvement for a change, but what the heck is up with the smoothing? It's almost like they look like…
My sculpt is made up of multiple sub-tools but I've done a remesh and projected enough detail to serve as a suitable surface on which to create some plant/vine like detail. Using the CurveTube brush with Snap turned on and I'm getting some really bad results which hopefully someone can help me with. I've tried varying the…
I want next year, summer or around this time to try to make a portfolio, so i can apply and to get some intern or entry level job as 3d modeler in one the studios in my town. I want to start with hard surface, and later to learn Anatomy. My friend works there, and he told me that i can work as hard surface or/and character…
This post is about some of the Modo specific tricks and the hero mesh workflow, using this 80's home supercomputer as an example: It was inspired by Minitel and teleprinters. Its function in game is to describe and start the next mission. It is part of my effort to only use narrative UIs: No menu, no HUD, all the…
Sure. The reflection vector is based on the camera vector reflected around the normal. Which is what you want for reflections. You want to know what color is out in the world at the equal, and opposite, angle to your view of a surface. For lighting you want to feed your surface normal into the vector transform, so that you…
This +1. Your edges are absolutely too tight for any sort of baking, if this is SubD'ed that is. If its still the LP blockout, then awesome stuff so far, gotta keep pushing! No stopping now! But yeah, look around the forums for the many hard surface threads and you will see some awesome examples of soft edges for baking.…
I'm working with a model given to me by an outside company for my work to use in promotional material. The model came as a STP file and only surfaces, I converted it to polygons to work on it I haven't used any bevel tools. Initially when I was adding the vertices, half of each face tweaked turned pitch black and the other…