That finish is one of two things: - Parkerization, which is a phosphate-based finish that is much more matte and grainy than most people realize. Most US small arms from WWII used a parkerized finish on exposed steel surfaces, so if you need more examples showing that finish under different lighting, that would be…
haha yeah im still playing with naming. Hard round is the name of an art community I run on discord, but it's also... it's just a good name. Heavy paint is cool! Totally different goals though. Heavy paint is actually a mesh painting program under the hood, not raster. It really focuses on expressive brush strokes and…
Re-watched The Thing recently because of this thread :lol: One note (possibly mentioned before): shading of some elements has very strong gradients making them look blobby/ undefined: Is it supposed to look like that, does it look different in your modeling software, like hard edges? I would always double check that the…
I think you did a good job capturing the overall spirit of the 68 fastback but its not all that accurate. Crits: Using this as reference... - It's hard to tell from one shot, and its hard to crit the construction without a wireframe overlay. - The windshield is too rounded, it was pretty square on the original, especially…
Well after a month tangled I finally figured it out. The problem was I was exporting in 16 bit as targa in quixel it automatically made them psd files and only the diffuse, specular, roughness, and normal would generate, instead I exported in 8bit as targa which it generated 5 maps this time including a Reflectance at…
These may not work in Maya 8, I use 8.5 Solution#1 - do all the edits you need - after you are done "delete non-deformer history" In 8.5 this is found under edit>delete by type>non-deformer history Back in 6.0 it was under the skin>edit smooth skin> delete non skin history (or something like that) This can get kinda buggy…
The edgeloop (laugh lines) are supposed to run from the top of the nostril to under the chin, not under the mouth. If you open your own mouth wide enough, you can trace the ridge of that laugh line to under your own chin. ^_^
Shouldn't the middle set of the wings be under the other two? Or atleast the top under the 2nd which is under the third. Other than that it'll be amazing if you can fit those 6 wings in the tri budget (100 each wing!)
under grid and snap settings check on vertex and grid under snaps(I found you have to specify what is snapping together...then it works as you would expect) under options check on: use axis center as start snap point