Made a little bit of progress this weekend, not as much as I would have liked but any progress is good progress. I've made the high polys for the body, butt, and barrel area. Additionally I've redesigned the bolt area slightly so that it looks more functional. I've decided that it could work as a locking mechanism of some…
Awesome. Not doing enviro art but will follow anyway. Picked up a few nuggets of wisdom already. There is enough content out there showing what buttons to push, really nice to find some content explaining to gather current AAA reference as a quality gauge, etc. Not too many people explain this very important part of the…
Thanks a lot guys but I am starting to think that I need a new Computer , its becoming all so slow to work with and since my recent discovery of Zbrush I am pushing this proram more and more foward to perhaps extreme subdivisions that my pc simply can't handle ... Is there a section here where I could post or ask for a…
Ahh xNormal, I agree with Fletch it could be your distance is cranked. If you where baking in max I would say use a projection cage, click reset and push it out just enough so that everything is inside. To see the problem you're more than likely having if you continued to crank it up higher the cage would start…
It's hard to tell what's carapace and what's flesh. To me it seems like everything has the same level of sheen. Obviously it's hard to tell from a still image, though. Maybe you could try pushing the spec even more to the point where it looks almost wet/glossy? I think you could really emphasize the carapace by having lots…
Ok, the mapping channel was it. I have texture coordinates now. I'm getting both mapping channels 0 and 1 for colors and textures. However, the vertex texture indexes appear to be wrong. I'm really close to solving this now. I just need a little "push". Can you let me know if this script looks right? Sorry to be of a…
Model out a few high poly bricks using turbosmooth and displacement to get the macro details, maybe a little brush work but still just focusing on large details, major surface planes. Arrange them using bend modifiers and maybe a little push brush. Make a contiguous low poly mesh, unwrap it, take them both into substance…
Hi @EVF, I really like your concept! I think you can push it further with adjustments. If you slide the saturation up you can notice much more of the beautiful tones you used. You can also experiment with levels and contrast, colour-balance etc. and see if there's any more beauty you can bring up, since these are quick and…
Is this all made with height map? Can you show me the heightmap? i am really astonished with the quality of it because everytime i try something with heightmap, the sides are never flat...The parallax occlusion always makes some jagged lines no matter how high i push the number.. They are indeed a lot of ideas in one…
This looks very cool! I really enjoy the proportions and anatomy! The model itself is very good but i feel you could push the lighting and textures more. It's hard to tell the materials apart (aside from metal and not metal) you could also use more contrast in your lighting. All the shadows are very soft but adding…