Model looks good but the textures need some work The edge wear is way too even and looks like generated, try add some much larger scale details and erase 25% of your edge wear randomly, which is always a good trick. The base surfaces could also need some more variation. Adding some bleaching or dirt gradient on the sides…
I separated the "border" sides, as you can see from this snapshot, and I made all the border edges normal of the uvisland "hard", while all the other "soft": It fixed the "weird reflections" and the "weird cavity", but now I get a little seam all along the border that you can see here: I really don't understand why it is…
Ideally your layers should look like this: | | | Lowpoly - highpoly - cage You're casting rays from the lowpoly surface to the highpoly surface. when the ray gets a hit it will render that hit. The cage is just there to help you control the length and direction of those rays. generally you'll duplicate your lowpoly and…
I'm learning 3D by doing everything perfectly wrong on my first model. Failure is the quickest way to learn what not to do. So far, so good, 'cause I fail pretty well! I reworked most of the anatomy of the chest and back. The way I had the initial armature posed made sculpting the interior of the arms and armpit nearly…
Chinese Temple is clearly the best piece. Still, the materials are clearly generated with filters over the diffuse. The high tricount is also suspect as the building seems to have little detail. Not displaying the wireframe on this assets leaves a lot of questions. Old Industrial conceptually doesn't make much sense, but…
good start! I like it :) here are some crits, i don't mean to be rude at all i am just being thorough: 1. the noise you've applied to the surfaces on the normal map isn't fine enough, makes it seem low res and blurry. 2. some images you've used for the texture are really blurry like the fan on the side of the case- it also…
https://www.youtube.com/watch?v=MlgvfEicdwU Not a perfect example but just imagine they first import a height map and then start working out pathways and such. I'm sure Bethesda have similar inhouse tools that do most of what you can see here. Yes the main height map is most likely generated and sculpted but after it goes…
Just an FYI on tablets, Monoprice has a really good selection and they work absolutely fine. They are between about $30 and $50. I have product number 10594 and use it daily, most times 6-8 hours a day (sometimes more). Has performed perfectly in all that time (maybe about a year now?). Before that I had product 6814 (same…
To my knowledge there weren't tool doing this properly in Max. Except VertexNormalToolkit but it's very new, and while it has good ideas, it feels lil clunky and it does stuff i'm not sure to like (like collapsing the stack). I've updated the script to 1.1.1 with a small bug fix when source objects have transformations…
Sorry the late reply. I dont know why I dont get email notifications. Well, yes, I used the world position to make the wet zone. And as you said, the river surface is not flat, so there are different heights. I solved it without any magic trick, just different material instances depending its position in the map. So I…