What are you looking to do with it? I add surface details using a plugin that allows for custom primitives and then use the auto grid feature to align them on the surface.
Mate your work is dope really nice fluid shot with audio no less, impressive and that F2012 looks particularly gorgeous, well just about anything coming out of the Maranello Scuderia practically is. I only live an hour away from Albert Park so your attention to detail is spot on pretty much captured pit straight too a 'T'…
@birb Roughness maps below. Something like that? Does the model overall read better at the moment with its surfacing details and variance across large read surfaces?
This is a nice sculpt, you have cool surface detail, the only real issue I see, is a lack of a silluette. Try to make the silluete match the surface detail.
With the point on poly constraint the constrained object will rotate to match the normal of the surface at the point it is constrained. Is that what it looks like, or is there 'weird' rotation that does not follow the normal of the surface?
Try Surfaces>Reverse Direction. Its the last options in the menu. The reason reserve normal doesn't work is because that only works with polygon shapes, not surfaces/NURBS.
Not sure if this is possible to do 'in shader': I'm interested in being able to throw away the geometry surface normal data and use 'hard' surface normals - no matter the input
Probably the lighting on the surface. Not the Silhouette. Instead of relying so much on normal and displacement with are pixel based. Should give a smoother/organic feel to the surface alah the screenshot.
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I've spent days trying to resolve these problems so i figure if anywhere has any semblance of a solution, it's polycount. I'm a student artist using Second Life as a platform since it's easy to collaborate on. Anyway, the problem: (picture speaks a thousand words) (uploaded image is a JPG for forum friendliness, i realize…