You can also join the hard surface challenge for more learning! or the modeling dem hard surfaces sticky at the top! I notice that there is still surface pinching on the right side one (Though it might not be notable). Intelligent breaking down of those edges can also help...
Dross: Not sure what you tried to paint. But it looks like an very shinny and creased green surface. Maybe plastic with some bubbles on the surface. :) If you wanted to make a reflective surface, I would suggest trying to get some reference and make those reflections less randon.
I am starting to create a demo reel for a new job, and I am trying to decide whether to use a model for a game or a model for a movie. My aspiration is in the film industry, but in my country the treatment in the film industry is significantly lower than in the game industry, so I am in a situation where I would rather…
Agree, the large tube is pulling my attention from the other surfaces. It would help to spend a bit more time on the bend at the right end of the large tube. Right now it doesn't read like a tube bent at a right angle. The rest of the wall looks really good, though I would expect some bloom on the bottom middle flat…
MoP: It's the depth of the vector, not the surface. The vector always has length 1 since the lighting algorithm expects a normalized vector. It gets darker the more the bumpmap normal deviates from the surface normal. Two parallel surfaces will have the same blue value no matter what their difference in depth is.
Good stuff dude. I'd recommend breaking up the smooth surfaces (like the wheels and cannon) by adding a few bumps'n'dents... kinda like the metal-rings on the barrel. It doesn't make sense that the texture conveys such a worn-off surface but the actual surface (conveyed by the highlight) remains perfectly smooth.
Pior: I think that a gloss map is much better than an overall value, in my experience. When you're dealing with complex surfaces I just don't see how you could make nice contrasting highlights and believable surface information with a single value over a whole surface.
And here: https://www.youtube.com/watch?v=Sd61WIcvGg4&list=PLGqVmXAMVB66geyCdgjuN-jhCMR8YwLi0&index=1 Might also perhaps browse Chamferzone for hard surface inspiration, maybe try tackling his small stuff first to build familiarity.
miauu's Modifiers Presets allows you to create presets for almost all modifiers available in 3ds Max. The UI of the tool is embedded into the modifiers' UI. You can create as many presets as you want. Each preset can have its own custom notes(comments). The presets can be used across multiple instances of 3ds Max. Some…
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…