Cool stuff, the folds on the cover are done really well, looks very believable. I still think there's a bit too much noise in your textures, you could make some bits smoother and leave the noisier parts for the dirt, so you get more material contrast (eg. areas of smooth, unworn surface contrasting with tighter areas of…
Got an iPad Pro as an early Christmas gift from my partner, so I jumped right in to test out the Apple Pencil with it! I much prefer drawing/painting on this than my Surface Pro 3, which I'm probably going to sell. I used Sketchbook for this, but after this image I decided to upgrade to Pro, so I'm looking forward to using…
yes i agree for the most part... that will be where the biggest extra spends will be, needs to be as my girlfreinds says " it looks good but he moves like robot" @uncharted 3 which lets face it is deffinatly above the curve in character movement i think this next-next-gen will be the generation of soft surfaces or…
Hey this looks cool, I like the design. The biggest issue that stands out to me is how mushy the hard surfaces look. The closeup highpoly render of the cockpit shows this issue well, the beams that make up the window don't look like they are precise metal beams with proper seams between elements, they look as if they're…
[ QUOTE ] I've turned the displacement off and that does seem to be better. Of course I'm not entirely sure what the purpose of the displacement is. I'm just using it for models in Doom3 engine so I'm only using diffuse, spec and normal in the end. [/ QUOTE ] Displacement/ parallax maps are very handy for faking surface…
Hi there!!! I have been looking for an answer about performance over the internet, and is still not clear to me: ¿Which of these options give me best performance? EXAMPLE 1: One material for two phisical surfaces (lets say wood and glass). One texture, including glass and, therefore, alpha channel. OR One material for wood…
I am having an issue on most of my flat surfaces going from Substance Painter to Marmoset 3. It looks like this is centered around the triangulated edges for some reason, making the mesh look "squishy" in Marmoset. I have tried a number of things, from forcing my Max export to Marmoset to not triangulate in Marmoset, to…
My outlines are looking weird, flickering or appearing in places where they shouldn't be. There are two options to fix this: Option 1 Set the Antialiasing Method to MSAA or FXAA. This is a quick fix, but will result in aliasing / jagged lines. To then counter the aliasing, you can take screenshots at higher resolutions.…
Hey guys, I still have a lot to learn when it comes to hard-surface modeling. I was wondering what would be best way to approach adding vents on a curved metal surface? Right now, I've separated the vent detail portion from the main mesh (screenshot below) The vents are not uniform and follow the surface bend. Next step, I…
The first thing to understand is that everything, literally everything you see in the world around you, you see because of reflected light. You can't see an object that doesn't reflect light. Albedo is a measurement of reflected light. Diffusion is a specific type of reflected light (indirect reflection, which gives…