I had a lot of trouble making the surface smooth, because i had to add a lot of support loops everywhere because of the cutout landing gear holes, and those support loops made it hard to get the large surfaces perfectly smooth. What i ended up doing for the main body bake was to have a secondary HP model without the holes,…
Thanks for the help guys. Huffer- If I make everything darker it becomes a lot shiner than what skin should look like so I am not sure how this would work here. I am actually making this for UE4 so this map is inverted. Almighty-gir: Thanks for posting this man. I think I am even more confused now :) So I don't need to…
Okay, right now its kind of hard to tell whats what. The various components of the shield (the yellow border, cross, and skull) look half way painted on and half way 3D (like they have depth). I don't know which your going for but if the yellow border and the cross are suppose to have depth (they are higher than the…
Hi! I think the presentation gives no idea of the scale of the structure and how it is used. Regarding the surface, it looks a bit bland in my opinion. I couldn't tell of what material the colored parts are made of. The metal surface is also quite artificial, marks or patterns from the processing would be an idea and more…
thanks for the reply, I've managed to get to that point the issue I've got is bridging between the inner surface and exterior surface I'am left with the picture below.
The white surfaces are way to clean considering how dirty the exterior green is. The white cusions on the inside do not look textured , add some variety to the surface
Rhino3d + Grasshopper: Visual programming of surfaces and models is just so awesome! Make holes in my building depending on the direction of the sun and the angle of the surface, no problem :)
8 is what I usually go for for visual correctness. If you want mathematically correct surfaces you should be using CAD or Nurbs instead of subdivision surfaces.