One has to distinguish: Signed distance fields or functions does define some volume. Ray Marching is one possible algorithm to compute SDF's. Another possibility are voxels.. even if "rastered". One may say that the (original) metaballs are a very simple version of SDF.. only some radius around some ball centers…
Hey everyone. Above is a bolter, made in max with support loops and open subdiv My aim is to take this model into zbrush and apply some dents, scratches surface noise etc, take exported height maps into substance painter then finally export all maps back into max/vray. I'm stuck at getting this into zbrush currently. As…
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…
Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
Im not sure of the exact setting, but if you have loops that keep the shape of your object, then it wont happen...Basically if you can put a mesh smooth on it in max and it retains its shape, then it will be fine when u sub divide
this is a little script i wrote today to help when high poly modeling. lots of times i want to just check real quick how my model would look with a turbosmooth modifier on it. before i would have a turbosmooth at the top of the stack and move up to check, then go back down to edit the mesh. This script simplifies the…
Im having an isue finding a working script that does this. TEXT tools and turbo tools seem incompatible now since they haven't been updated in ever. Any help would appreciated!
Hi all ! I am working on some rock formation and I am looking for a way to basically transform this: http://i.imgur.com/M2wXtPP.jpg Into something like this (With a way to define the precision): http://i.imgur.com/FNxzTsX.gif I guess that slope blur could be a direction to solve this, but so far I could not get it to give…
I have been working on a Taurus Raging Bull Revolver 3d-model for the last week, have just finished the low poly and have just started making the high poly model from the low poly (for baking). I am not experienced in making high poly models as I have only been using normals baking techniques for about two months. Please…