@s6, Thanks a bunch. I didn't know when a light hits a surface it does remove the AO I have plugged in. The surfaces are in shadow still use the plugged AO that's nice and... also bad. I'm going to say why in reply to @radiancef0rge. @radiancef0rge, Sorry for not mentioning the engine. It's UE4. It does shadow the cracks…
This is a really nice start... I'd say for me the only thing that defines the next level of detail for you is actually looking at surfaces microscopically... I tend to add fine details even though they may not transfer 100% when textures come to down-res etc... so in this case, you want to really look at the surface of how…
I think the main thing holding you back here is that the concept art is meant as a blueprint or schematic rather than a fully-realized target render to be matched as directly as possible, because that's the intent I gather from looking at it. A lot of concept art that doesn't have rendered out materials and lighting like…
Good stuff from Poop. This is for max, right? From the help file: [ QUOTE ] Smoothing groups define whether a surface is rendered with sharp edges or smooth surfaces. Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry any number of smoothing groups up to the maximum of…
Another important thing is most texture baking tools will treat glass as a solid surface, so an ambient occlusion bake will just be black inside there. So either hide the glass when baking AO, or find a baker that ignores glass.
Hey all, Working on the head section of my mech — day 2 into texturing. Looking for feedback on how to improve grime placement and add more storytelling to the surface. It’s meant to be a functional military unit, not a relic. Any tips or critique appreciated! Thanks!
Probably attempt to get faster at hard surface tools within ZBrush by doing old architecture and props and other misc hard surface stuff. I've seen a couple people do amazing hard surface stuff in a quarter of the time it would take me to actually poly model it, it might come in handy for an environment artist knowing the…
Should it feel this glossy in the under water shot? They don't have a refractive and glossy water film on top of their surface as they would have on land when wet?
Your models lack material definition. This means you can't tell what two adjacent materials are supposed to be on an object. This happens when your textures aren't working well with lighting to give the impression of a specific surface. This is a tutorial for 2D artists, but it's still very helpful when creating materials…
Global illumination in the sense of radiosity is diffuse reflections. They're independent of the viewing angle. Rough surfaces will show radiosity but mirrors won't at all. Everything's reflections, but there's a difference between rough surface reflections and smooth surface, so we have diffuse and reflective surfaces in…