Thank you for your reply Stoy79, however i don't think that's the case. I export it as an .fbx file with smoothing groups checked. When i import the model into substance painter 2 it clearly shows the grip as being a single smoothed out surface. When i add my own tiling texture over it (as a height map) in SP2, it seems to…
About 4 years ago, Paul was one of the first people to reply to me on Polycount. He gave me some critique and advice on a Tank I had made for a Uni assignment. I went through his posts and threads, and onto his site. The hard surface stuff I found there caused me to choose my Uni modules around environment and hard surface…
What part of the high-poly did you model? Round edges or all of the paneling details? I'd personally avoid creating a high-poly bake for aircraft - they're very organic surfaces with hard-surfacing mixed in, making it difficult to get a noticeable bake. Something you might want to try would be to use the custom vertex…
Zbrush is designed as an all-in-one sculpting solution, so you can start with nothing and end up with a complete piece at the end. It has a very robust toolset that's designed with both organic and hard surface art in mind. Also all updates are free, there are no upgrade fees (even people that have had a license for 10+…
Hey Nickolas, Im running in the same problem as what "vincentch20" has post with his screenshot. Vray's fresnel value seems very high in GGX. The problem becomes a headache when Im texturing sets. A lot of walls and ground when the camera get close to the surface glancing angle the reflection gets super bright. As…
This thread is silly. The gun looks decent and doesn't need to be realistic. The modeling is fairly proficient. Crits: The gun is way too flat on the side, i see a lot of greebling and surface texture but very little that makes it interesting from FPS. You've gotta go with either good design or realism and in this case i…
Hable and I are in agreement I suspect. Basically I was saying that on rough materials, there is no angle you can view a surface where all microfacets are aligned (since its rough), so you can never really see that "100% at the edges" effect. This just is more a question of view-dependence. It does not mean that rough…
hey, great stuff! here's just some things i notice.... i find the lights too boring now, that's just me. I would drastically lower the tiling of the metal grating floor... it doesn't tile that much in the concept and it's not displaying correctly with such a high level of detail. i'd also tone down the noise on the wall…
All of your material definitions look good to me, except the large grey pipes on the walls next to the lockers, the material you have for that one doesnt sell it for me.The wear you have on it is chipping away at the surface. If it's going to be chipping away like that the metal needs to be rusted or something. Other wise…
A lot of the wear is still very random. There shouldn't just be blotches of stuff in the middle of flat surfaces. It's also very noisy, you have a ton of high frequency noise that makes it look like textured plastic. Get rid of it. The rubber back part of the grip looks like tree bark. Your white scrapes are also…