Hey guys, I'm trying to make my first realistic model in maya, a plum. 1. Render (vray) and my viewport 2.0 are not similar, plum is more reddish in my viewport and I wanna make it like that in vray. The texture is made with few layered textures with noise as alpha channel. 2. How can I model and texture a realistic…
I edited it because there is no use in saying the same thing someone has already said, under the impression it's in some different or intelligent way. It didn't add anything new to the conversation. I don't realize those kinds of things while I'm writing them, But I do after I give it 5 minutes and come back. I hate…
So there is 2 approaches: 1. Model Low-ish poly and manually increase the detail where you want it, then use that as a high poly for normal maps. Basically bolting high poly stuff on the existing low poly. 2. Model High poly with a 5-10 higher polycount then later reduce to a low poly. To me the first method seems a bit…
@navneethdodla94 I would start with booleans to create the base shape and clean it up. You have big flat surfaces here, don't be afraid to use ngons. Here is a crude example, should be cleaner in some areas. 1. bool, clean up and add some edges to help the bevel modifier doing it's job. 2. bevel 3. subdiv
I'm trying to turbosmooth the object while retaining hardness on the inner beveled part and the outer parts like screenshot below where hard edges are in red. I always end up with pinching. Attempts: 1) https://i.imgur.com/8iM6IDm.png result:https://i.imgur.com/rbp1Wq3.png 2) https://i.imgur.com/Bd8e02r.png…
yay, Thanks to polycount i figured out how to do this =o Thank you so much for being a resource from the collective MeshMindset! 1. posted question 2. spent time reading wiki 3. found videos of subdiv hard surface modeling techniques 4. found Arrimus 3D 5. Thank you PC<3
It just came to my mind while recommending this thread on another forum and following another meme: (Maybe this already came up somewhere else??) Some martial polygon art masters chat: Master 1: I can do only 20k polygons.. how much can you do? Master 2: Hmm. i can properly do 24k or maybe even up to 26k polygons.. and…
Hi everyone I'm trying to model something from this reference art in maya. And I have some topology problem where I suppose it goes somewhere wrong and can be simplified also not sure about how do get those sharp edge with subdiv as well. Smooth preview in maya (2 times subdiv) Anyone here know how do I can make it with…
Hi! I think that on making the pictures I answered myself but anyway let me post them here and confirm my idea... Image 1 is a typical case in wich you need more geometry, otherwise the tension between faces and the proximity generated when subdiving the mesh will cause lumps or straight edges... Image 2 has a decent…
How would I bevel these highlighted edges so they remain tight when subdividing? A typical bevel with 2 segments produces this result: But this creates tris that mess up the edge flow: This is the best I have so far, but this still throws out some undesirable shading and makes the bevelled edges on the left lack a division…