Thanks, yeah those edges are too way sharp, because this is kind of my first hard surface thing (hard surface making with using edgeloops and so), so I didnt have experence with edgeloopings
Hey guys, I have problem with quad draw when retopo on live surface. When I create new face its just invisible like it under live surface. But when I pull that new face off its just invisible.
So I noticed Quixel Mixer does not allow for use of filters on surface layers or folders containing solid layers. Filters like blur, contrast, levels, e.t.c These only work for the mask stack. Any plans for adding filters to surface layers and folders in Quixel Mixer?
nice! good links in there, I always intend to one day do that hard surface tutorial because I never really do hard surface stuff, but kept losing the link when I thought of it :) .
After modelling a lot of the hard-surface assets I now have an AO and Normal pass for most of the hard-surface assets in the scene. Below are some render sheets :) Organic assets will be retopped and imported soon!
If you want a rounded edge where the embossed logo meets the surface, subdivision surface modeling is going to be a better route. It will take you longer to learn, but it is a very valuable skill to have. http://wiki.polycount.com/SubdivisionSurfaceModeling
That shader is really old. Its from before the surface shader model was implemented. Unfortunately the surface shader stuff doesnt use colored spec by default so you have to specify a custom lighting model.
Wow this stuff is really impressive I especially like the wierd bugs and hard surface stuff. I did a little hard surface test tonight myself with Arshs base as usual. Oh it took 1hr
Almost forgot, look into mallet fast, which is hidden in the lightbox folder in zbrush. You can create rough gouges in rock surface that you can then go back over with the surface smoothing brushes I mentioned.
Missed this. I am not feeling some of the scratches on this. I think the ones around the edges, where the gun may hit a surface are nice, but the ones in the middle of surfaces seem to evenly distributed. Other than that looks great!