Can someone tell me how do i clean all this up? By meaning i'm probably gonna re do the Truck but based on the blueprint (whatever it is) How do i make these models more accurate? This roof of a Evo this morning i worked on it and every time i just keep getting rounded edges like i would add more loopcuts still same…
PS Let's say that this is a unique tennis ball, and I would like to convey all the features of its texture, create a digital clone of it. And its shape is a perfect sphere
Yeah its kind of neat, gripes for me are the non-use-age and clearly beneficial "air ducts" for like the engine+, just looks like weird hanging pieces off the body, might as well use the "free" cooling aspects of going "fast", car refurbishers complain of the same thing, they should be useful instead of just tacked on…
Glad you like the idea :)! You can tip on Artstation, but just having a conversation here and brainstorming about new features is already more than I can ask for. I appreciate the gesture though
I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
Hello community I wanted to share with you this Teemo Target Dummy, made in hand painted, inspired by League. I hope you like it! https://www.artstation.com/artwork/obayOz Cheers!!
Hello sorry if this post is in the wrong forum. I'm going thru the Simon Fuch tutorial and it seems like Zen tools hasn't been compatible with Maya since 2020. Does anyone know of any alternatives? I found something called arc deformer but since I'm a beginner I'm not sure if they do the same thing. Thanks
Looks like painted metal to me (metal screws being used to secure it). So, zero metalness. The reflection is probably fresnel in action, because glossy dielectrics (non-metals) have full reflections at glancing angles.