Thanks for ignoring my LINK TO THE VERY HELPFUL POLYCOUNT WIKI and telling me to go listen to "jump" you butt. Go pick up a trial version of Maya or Max for your hard surface modeling. At some point you're going to want to texture these hard-surface props and Zbrush's UVmaster isn't really efficient enough with the UV…
Hello everyone! The temperature of 38.3, a headache, but it will not be an obstacle. Over the last week, I made model of horse. Added armor and delicious details in hard surface style, like a stone surface. There are many small details on this model. I hope you enjoy it, I try to refine my turret and make it in hight…
Eh......funnily enough you would use the translucent material in KS. A quick search of the KS docs would tell you that. Translucency This controls how deep light penetrates into and through the surface. The higher your translucency value, the more of the subsurface color you will see coming through the surface. Higher…
well for the rivets I just started off with a floater, and then I brought that floater to equal level of the flat surface, got rid of the surface face and bridged the edges, add cuts where necssary, and then if there are any noticable errors I fix them. get 8 verts. And then I applied a spherify modifier to those verts to…
Enviromist, Thank you brother, I will soon create a post on that in this thread: http://polycount.com/discussion/183365/tips-tutorials-tricks-alirezas-art-blog#latest cptSwing, It's not possible to do it for the roads since the whole road surface is already very close to the ground. It only works for meshes where a big…
I figured a good way in blender 2.5 recently. It consists on using retopo and laying out faces stuck to the surface, and then using the solidify modifier to make it extrude off the surface. Thanks guys! I only need to find a good way to make it overlap. It'd probably just consist of moving the faces to the point where the…
Quick update here. I've been detailing out more of the model. I'm trying to create a good design centered around this idea that there is 'stuff' underneath the surface of what you're seeing. I'm holding off on applying turbosmooth until I have more of my design fleshed out as it's much harder to add details with control…
Looks like you might have some hard edges along where those triangles are showing up (either on your HP or LP), or you have the outside surface and the inside loop of the hole on one smoothing group which causes the normal map to have to compensate pretty hard. The harder the compensation, the more obvious it is across…
It's important to note that if you're depicting a pure metal surface using the Specular/Glossiness workflow, you will need to have pure black on your albedo output in that area. What Wes says about values in albedo or base color never going below RGB 30 or above RGB 240 is only applicable to non-metal surfaces. Otherwise,…
Jay: Iso mode editing is when you can directly manipulate the verts/edges/polys of a subdivision surface's control cage, directly on the surface of the subdivided model. For example, this is how Silo (and Modo, I think) handles it. With Max, if you turn on subdivision it gives you this fugly orange cage overlaid onto the…