The road wheels really seem to be eating up an excessive number of polygons. I'd leave the top of the cylinders as solid, with the normal map supplying the more complex geometry. Depending on the final scene, you can probably limit them to cylinders with 8 or at most 12 sides, rather than the 20 you are currently using.…
Your spec map and gloss map need to be pushed alot, its looking very flat atm. I would say since this is your 1st time texturing try to stay away from Ddo it wont teach you much in the long run. Get together some textures and decals that you want to include on the model. To get a better idea of what you need you should ask…
You have to care about texel density only if your shader does another macro or micro texture layer scaled of same UV. And of course for same materials sharing same textures. Having those edge blocks a bit higher res is nothing wrong at all. For distant background buildings out of close player access it would be a rule…
perhaps yeah! Well, if you bake this in substance painter, you're going to not only get your normals, but you'll gett he AO, the curvature maps etc. which let's smart materials go to town and use this information and provide different results. It's not just throwing a material down and calling it a day. Some smart mats…
The reason to lock normals in Maya is so that you don't have to triangulate before baking, provided you're baking in Maya. If you don't lock normals, and then you triangulate when you export to your game engine, the mesh normals will change and cause smoothing errors. This is only something you would do at the very end…
I kinda understand what you are saying. I know that my question is ... well ... big ? Broad ? I don't know the word for it :P But, I am not asking how to do this step by step, I am asking about advices about my aproach. I don't know if this souds better thou xd Thanks you very much! I watched the lecture and it was great.…
What really sucks about it is that my face looks like Fry's. Not sure if frozen, or should wait longer. The work around I have now is pretty fast. I assign surface shaders with the colors I want and bake the color to the vertices in Maya. I did a test last night and it took about 3-4 min to do that in Maya on a smoothed 2…
Well!...that's the Surface Web your average (...but aptly dehumanised labeled) "consumer" is aware of plus woefully ignorant to other hidden thriving realms onion'd within the www. info space Sir Timothy John Berners-Lee "TimBL" initially afforded them en masse. Now aside from the Dark Net, which contrary to popular belief…
Hi Sean, good start. I know it is a WIP and many things have been just blocked out, but I put together a VERY pernickety paint over to highlight all possible issues. I hope you take it in the good way, not as useless criticism, but a way to increase your modeling accuracy. A. Take a look at actual curve B. It should be…
Awesome idea Carl. I know you're split into what to focus on. But for what you're trying to do I would say focus. Laser focus. Pick 1 thing and get really good at it. If it's a super small niche it might take a while of find a job. But the job will almost find you. If it's more general you'll be able to apply at more…