Sadly Cartrdge is shutting down in the next week or so, which will be a big loss to me as I don't know of any sites doing anything similar within specifically the game dev circles.
Plastic is not a metal so the specular should be low, generally anything that is not a metal is about .25 or lower. The plastic on the Wacom that you circled is a dark diffuse, a dark spec, and a bright almost white gloss.
Cheers Slave_Zero, I was actually thinking that whilst working on the low poly. Plan to do that tomorrow. Could you highlight some obvious areas on the concept to focus on, like circle them ect?
You could try playing around with the "Edit Curves -> Rebuild Curve" Menu, but as jocose mentioned, doing it with a Nurbs-Circle extruded along the curve probably gives you more control over this.
Cheers Dudealan, That's part of the detail I'm going to add when I've sorted my harbor. I fancied a change of scenery lol. I'll circle back to this soon. Thanks for your feedback!
that's right, screw going to japan to see all the historic and cultural sights. I want to go there to see the circle box toys! Teddy bear cubes! and white guys wishing they were samurai
Hello, in blender there's a function that if you have a bunch of vertices selected and then click "to sphere" the vertices arrange themselves going round like a circle. Is there a similar function in 3ds max? Thx for help!
Hey guys ive got a weapon asset with a holo sight and im trying to make the sight reticle transparent but have in the middle the red dot and circle. How would i approach this setup in photoshop and marmoset?
How do you turn those annoying latency-inducing ripple effects from rapid pen stroking off? FYI I was able to turn off that circle when you hold down already.
I just asking what is the easiest way to model the triangular piece circled. I trying to work in quads so i can bring into Zbrush. The current software I am using is 3DS Max.