steampunk speaks to the fictional elements of the train... right? RIGHEET!? also means everything doesn't have to really be functional ;) @alex 3d - cool stuff, but i'd play around with the size of the smoke stacks and exhaust pipes... make them different sizes and shit yo…
I think, you should reset transform and scale, maybe even go so far as to run the "Reset Xform" utility. It looks like you scaled the object (instead of the subobjects like element) and that object scale is messing how the Relax tool works on your UVs. That's just a wild stab in the dark tho...
110% more cracks, pock marks and broken tiles! Most of those subtle edge details in between the bricks will get washed out at lower resolutions. Add in the occasional tilted or missing brick. Think about bringing in other elements like roots, leaves or other material types to make it a little more interesting.
The thing with the volume sounds logical and I figured it out, too - but this can't be the real reason for this problem. Please take a look on my last screenshot comparison. On the left hand was the exact same setup like on the right side. The only difference was, I mirrored the non-manifold element and et voilà the inset…
There usually will be no one time to transition to Zbrush with a lot of assets; it's very dependent on the elements involved. Something like this, I'd argue you can stay in Maya the whole time. I find myself, with complex items, jumping back and forth at really any time between Modo and Zbrush to get the high poly done.
its for a personal project, just messing about really JohnnyRaptor, suffice to say I would like need to keep the extra bits as is. I wonder if some kind of point constraint might work or maybe the extra elements stretching a little won't be a big deal. skinwrap may just be the best option though
came out very cool. I like it with the low contrast - helps him blend in with the smoke and all - though I think he could even be more obscured, as right now no dust/smoke is in front of him. the blue elements could have been blended in better. they're kind of sitting on top of the painting
Been a while since I posted, after much discarded blockouts and whatnot, we're finally on track. I'm getting done with a lot of the throne elements, all sculpted and unwrapped, just have to finish baking them all out. I should be mostly done with it by the end of the weekend. Here's a WIP on the back of the chair.
Thank you :smile: -- Small update with some clouds that I painted in PS and some small tweaks here and there. I think can see the finish line with this piece. Besides the large gate, there aren't many elements missing. Some background towers on the left and maybe a few details here and there. Feedback is greatly…
I've got a script that can Combine selected skinned objects into one skinned object. It can also do the reverse and detach a skinned object by element into multiple skinned objects. Just right click to save this file, and drag in drop it into the 3ds Max viewport to run.…