The edges certainly are cleaner, I would say you have too much padding. You should see how this affects a shadow casting across the flat surface because I feel like by straightening the UVs you just moved the problem from the edges to the center and you don't notice it because there isn't a shadow casting across the…
Well .. I can't say I am really feeling comfortable with anything yet but hard surface modeling complex shapes is definitely able to get on my nerves very easy. Sometimes I get stuck on not being able to terminate an edge for very long time --that is why I am doing some hard surface right now....
@ Notes - (If you read this thread again). I did try the dirt normals, easy to get working, but it was barely noticeable. Im guessing it may have a better effect on rock and stone or some bigger metal surfaces, but it doesnt really add much to the small surfaces. Thanks for the tips though, i will/have been using this…
Maybe someone else can. However, the best way to learn is to keep trying different approaches. Post screenshots of your attempts, and ask for feedback. It looks to me like you should take some time to understand how subdivision surfaces work. How control loops are subdivided to make smooth surfaces. Here:…
I think that by exactly he meant : Hard-surface, environment or character. Although your reel looks more like some (movie, advertisement) VFX artist portfolio rather than any of the mentioned ones. On the feedback note: Show some sculpts, it's extremely useful skill to have when modelling (even for less experienced hard…
Just another tip to boolean...if you closed and for whatever reason Maya is still giving you problems...especially from a complex surface...you can do this. By extracting the specific surface(s), you can boolean it seperately if you need to...works too if you combined multiple objects to boolean something say, a group of…
cheers guys, it helped to detach the top surfaces from the cylinder. sry if the pics dot show, im workin on it Edit: pics back up.. Anyways, i was wondering if this is a "normal" workflow when henerating the maps. Meanin do i often have to detach surfaces etc when generating more complex maps for examle a full character?
Try mixing parts of photos of metal (go out with a camera and find interesting surfaces, take high-res photos if you can). Just add them as a new layer and change the blending mode to quickly vary the surface. Using Photoshop filters and tools by themselves without lots of heavy manual painting is never going to result in…
Another test that might be worthwhile is to run the scene in-engine with everything textured to a DDS file that has contrast-colored mips with text dimensions in each mip. Then you can see how far surfaces are mipping down, as you move through the level, very informative as to how many texels are really being rendered for…
Decided to try and do a likeness sculpt again, slowly starting to see the likeness myself, so I hope people on here can guess who he's supposed to be. (actor) Also have this to finish up from the CGWorkshops : Hard Surface Character Modelling course with Josh Herman : First time trying to model a hard surface character,,…