I'll let the pictures explain the problem for me... keep in mind this is my second gun model (any critique is welcome :P) and i will be baking it down onto a low poly version when it's done I added some extra pictures just to show off what I have so far, but I am mainly concerned with the issue pointed to by the red arrows
This has been making a bit of a splash w/ Tor Frick's excellent results in the latest version of Modo and it'd be great to be able to do in a Substance Suite baker. Process is well described here: http://www.polycount.com/forum/showthread.php?t=71995 The Mental Ray shader isn't reliable, but Modo's implementation is very…
Hey guys, Quick question ; I'm trying to make grass along a road. My problem is that the transition between the both is really unrealistic. (see pic) Do you know how to modify that and make it smoother? Thanks !
I have a bit of a problem : Now, why am I trying to do this : I was thinking "hey, if I could interpolate texture based on the relative height of the surface textured compared to the height of the object, I could make objects such as trees and rocks dark on their basis and ligh on their tip, only I could use two textures…
Hey gang, So I'm having an issue on how to address this. I've tried more geo but it seems that I'll always come down to the same problem and thats supporting the inside edge of the boolean. As you'll see in my pictures if I support it vertically or horizontally I still get puckers along the base of my model. I've been…
I'm fairly new to Zbrush but I have learnt the basics and can move around. My problem is with using the MOVE tool to move around geometry. It just does not give me that precise result as with traditional poly modeling. Any advice or technique I'm missing?
I made a feature request on the official 3dsmax forum for improvements to the new smart chamfer modifier; Evenly distributed edges along the chamfer geometry and inset loops along the borders of the new chamfer geometry. /!\ Please vote for this improved smart bevel feature request on the official 3dsmax website here: /!\…
So I've got both my hi and lo poly in gun model done in max. I want to take the hi model into zbrush to add damage etc using dynamesh. In order to reduce faceting upon import into zbrush I have up the open subdiv modifer to 5. This is making what is a pretty simple gun model hit millions of polygons. This doesn't feel…