And here: https://www.youtube.com/watch?v=Sd61WIcvGg4&list=PLGqVmXAMVB66geyCdgjuN-jhCMR8YwLi0&index=1 Might also perhaps browse Chamferzone for hard surface inspiration, maybe try tackling his small stuff first to build familiarity.
You can also join the hard surface challenge for more learning! or the modeling dem hard surfaces sticky at the top! I notice that there is still surface pinching on the right side one (Though it might not be notable). Intelligent breaking down of those edges can also help...
Dross: Not sure what you tried to paint. But it looks like an very shinny and creased green surface. Maybe plastic with some bubbles on the surface. :) If you wanted to make a reflective surface, I would suggest trying to get some reference and make those reflections less randon.
miauu's Modifiers Presets allows you to create presets for almost all modifiers available in 3ds Max. The UI of the tool is embedded into the modifiers' UI. You can create as many presets as you want. Each preset can have its own custom notes(comments). The presets can be used across multiple instances of 3ds Max. Some…
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…
MoP: It's the depth of the vector, not the surface. The vector always has length 1 since the lighting algorithm expects a normalized vector. It gets darker the more the bumpmap normal deviates from the surface normal. Two parallel surfaces will have the same blue value no matter what their difference in depth is.
Good stuff dude. I'd recommend breaking up the smooth surfaces (like the wheels and cannon) by adding a few bumps'n'dents... kinda like the metal-rings on the barrel. It doesn't make sense that the texture conveys such a worn-off surface but the actual surface (conveyed by the highlight) remains perfectly smooth.
Pior: I think that a gloss map is much better than an overall value, in my experience. When you're dealing with complex surfaces I just don't see how you could make nice contrasting highlights and believable surface information with a single value over a whole surface.
@poopipe I appreciate the well written response, and it’s definitely a good idea to get a QMK board or something similar so I don’t have to mess with drivers. There is something interesting about the level of viewport control that is gained with a spacemouse, and you mentioned that you try out the space mouse once a year…
Available on the Unreal Engine Marketplace Contents: Overview - What is this Presets how to set up Post Process Materials Surface (Screen) Materials Material Function Parameters Global Settings Color Correction - Contrast Color Correction - Desaturation Color Correction - Tint Color Correction - Clamp Values Color…