Hope it's not taboo to resurrect one of my old threads for this question, but it's on a similar theme and I can use the same example. ( http://s24.postimg.org/quyp3k5yd/Houseimage.png ) What about ngons in situations like this? You can probably see from around a lot of the windows and doors that a lot of the larger wall…
Scariest thing in games. Being in water. Especially water you can't see below the surface. I think my fear of this started in the original tomb raider. The panic to get out of a pool when a croc is swimming about was quite frantic. But the worst game for it I think was Morrowind. Seems silly now but I just hate being in…
It depends what you want. If I wanted the studs to look welded/molded to the surface of that bottom ring and what you are making is a sub D high poly. I would make them floaters. It's not a hassle to cut them in as you have done either but I would have probably used less poly in doing so, making the cylinders just 8…
Personally I've never tried baking a model that exclusively uses creases. For me it just comes down to it looking terrible in the viewport. It's really difficult to gauge how smooth a corner is with that ugly gradient that is present. I guess it's trying to simulate a curved surface visually but it's still a super tight…
Great idea in taking a year and learn to model, i just completed my year last week. I took the DT route for the first 6 months and logged 644 hours then i moved to the weekly hard surface challenge along with DT to finish up the year. Although i did enjoy clicking step by step through DT nothing beats first hand…
This one is the most complete i know (not free): https://youtu.be/9MYGCdf9VHs Also hard surface modeling has evolved a lot lately, this makes weapon modelling much easier. You should take a look at the rounded shader of Blender 2.79.1 in the latest buildbot (discussion about it:…
Are you doing this for a space-perspective planet shader? Or a planetary surface-level effect? From the wording of your first post, I'd guess at surface-level. In which case, for something simple that you're going for, I'd imagine dotting the light vector against the horizon vector would be the bulk of it? The horizon…
There's a reason why the material looks transparent? Have you enabled some kind of X-Ray view? To fix this specific problem is simple, follow poopipe advice, which is add more edge loops, in these places: You can "improve" the smoothing of the mesh by adding more edges: You need to avoid edges that terminate into nothing,…
Thats why you dont. And what is the reason for keeping 400K tris? You can always sub-surface your low poly and use displacement mapping. DX11 tessellation takes care of that anyway. The original idea of textures. I HATE painted textures (in most cases). Some textures you look at and can tell 100% sure they are not from…
I would add a layer or 2 of erosion that crosses over the distinct boundaries of textures you have, something that isn't simply based on height and slope. If TerreSculptor doesn't give you that then go look at World Machine 2 or GeoControl 2. The grass values ought to be increased, more grass and less dirt, but should also…