Hey Polycounters ! I recently made a new tool for the "face weighted" normals workflow in 3DS Max: https://youtu.be/yzfgRYphbJs A fast and non-destructive solution for real time hard surface modelling using chamfers and custom vertex normals.This is a very versatile tool that will greatly help you dealing with "medium…
Your uvs need to compensate the surface subdivision. I dont know if 3dsmax can do it but programms like UV layout can create UVs for subdivision surfaces.
Trying out hard surface modeling in zBrush. My conclusion: good for conceptual hard surface, but if you work from reference and need precision use a root program.
Here's a simple example, from left to right we have: High poly Low poly Low poly with regular sub-d and displacement map applied And this is the baked height map. Note now the vertices in the low poly mesh create darker values, this is because they extend past the surface of the mesh. When the result is displaced, these…
Too much lighting drawn into the base color. Could use a lot more surface information. What is the surface? What are the details? Pipes? Seams? Handles? Padding? Storage?
Awesome mini-tutorial for the hard surface sculpting there! I can't wait to give that a go, hard surface sculpting is something I've been meaning to get in to for some time :)
It's all about the lowpoly's vs the highpoly's differences in surface directions. They both have to be exactly flat(and matching surface direction) to get a solid color all over the place.
I wanted to do a postmortem walk-through on a piece. Adam Bromell has done this before (although better since his was a walk-through more than a postmortem). Jason Lavoie did a great video series on his Demon's Throne postmortem videos too. The finished scene is at the bottom. This is a walk-through of the process of…
i'm pretty sure its the grip the surface has not the nibs, its made to feel a bit more like paper and of course this produces more friction than the surfaces before