Hello all, I am generting an asset, a Hero bad ass Asset for VR for Occulus Quest 2 (No Dedicated €1000 GPU!). To start below is a just door: Grey Shape = I have it covered with a normal map, looks great! My problem ist the Blue part, a HUGE amount of objects for this machine, have nice smooth beveled rounded edges. After…
Great to see all of the community input on different approaches for the modeling operations. @abronee Have to agree with @ZacD: The primary issue here is figuring out the basic shapes that the designer used to generate the overall form. Gathering some additional references [Turn around images.] should make it easier to see…
Hi, I want to create a model of an old hammer in Blender and then texture it in Substance Painter. I'm learning to create game assets and aiming for realism. The model of the hammer is mostly ready. The hammer which I'm using as a reference has text and logo engraved on its head and I'm thinking how can I transfer this…
Hello Guys. Its my firs thread I'm reading on this forum and my first post as well. I'm reading it for few days and I'm on page 25 ... too bad the end is near :/ I've readed SO COOL things here about sub-D , went to so amazing links thanks to You. WOW. And seen so amazing portfolios ! EarthQuake, Perna and Bitmap ...…
Not going to attempt it since it would be really time consuming at the moment, but it looks like it's layered. So what I'd probably do is model the whole thing flat first. Cut the various different shapes in, and add support loops. Once you've added support loops, add some thickness (Shell Modifier in 3D Studio Max) then…
@Herbert You're on the right path and the mesh just needs some minor adjustments. When evaluating any potential smoothing artifacts it's worth considering the following factors: * How large is the object? * How closely will the player view the object? * How severe is the smoothing artifact? If the smoothing artifact is…
@Rolf It looks like the basic shape of the hull was derived from a subdivision model but the faceting in the view port, the lack of support loops in the wire frames, the trim sheet decal geometry around the rivet lines and the sharp shading in the rendered image all suggest the final model is just regular poly modeling…
Yeah, I thought so as well, but I really wanted to do what I initially thought because "what if I need to model something like that in the future?" so I am trying to model it with panels atm. I honestly didnt know something like this existed. Saw it on tutorials, but didnt think it would work that way. Thanks for the…
To paint those rivets you can use advanced Painter, its a MAXscript that lets you paint geo instances. I use it all the time to paint rivets and indents and vents. You can also select edgeloops in your high-poly that follow those rivet lines and use "create shape from selection" in Max's edit poly to get a bunch of…
You either completely misunderstood my goal or I'm still horrible at communication. I want to create meshes that: - can have any shape that could possibly exist - are lightweight (to share, to load, to have in viewport) - easy to modify (no rebaking anything, no dependencies on specific software or plugins) - clean (easy…