Tutors & Services — on-demand 3D pros for projects, training, or both. We’re a network of vetted specialists available for contract work, collaborative screenshare sessions, or 1:1 tutoring — so you can ship faster and level up along the way. SketchUp + Lumion: modern waterfront villa 👉 View archviz services Fusion 360:…
I'm quite impressed we can run stuff like this in a browser these days! I really like the composition of this environment; there are good focal points and it doesn't feel cluttered. I feel like the colours are maybe lacking some focus. We have yellow floors, blue mist, green trees and red painted wood. I feel like pushing…
@Womball - Toolbag does have an Anisotropy shader: AnisotropicEnvironment from the Material->Channel Model list. The only thing is anisotropy requires a direction map and they are not the easiest textures to come by. Turns out aniso documentation is all but absent in our manual so here's the skinny on direction maps: The…
One more thing... You're including your cubemap reflections in your customlighting input, so you don't get reflections (and apparently metallic surfaces are only "lit" by the cubemaps?) on surfaces that aren't facing a light source. It doesn't really make sense that a surface would have to be lit directly to have indirect…
Yup that was the line I was talking about. The new version looks much better. And I agree with the water erosion surface noise being taken out is a good move but but it looks a little too smooth now. The impact site is flattened but the surrounding ground is still rough. One way to add some surface noise back would be…
The surface wear and paint-chipping makes the white surfaces look more like stone or wood, in particular with those long horizontal scratches. If you're going for realism I think the scratching and chipping needs to be toned down and more subtle. Seems like the white surfaces has a bit of specular to them. You could bring…
No you do not need to make them flow together. Depends on the object. In the real worlkd, would those two surfaces be one surface, or would they be made of separate objects? With non-continuous surfaces you will get more anti-aliasing artifacts. And you will have more work solving projection errors. But still, it is…
Not sure exactly what you have in mind, but if you play around in the alpha menu (trt making sure the "surface" mode is on) and mess with your brush's focal shift, that should deal with the fading edges (if you want to keep the whole thing in Zbrush). as for keeping things uniform, maybe try using the drag rectangle stroke…
Well, the high poly is just too sketchy for a clean bake, but I learned some things about TOPOGUN, which is a pretty cool software. I want to get into the sci-fi hard surface stuff but getting such clean models is beyond my skill level, and I use so many soft surface tools like zbrush as a crutch :( since so much of soft…
For those who want a bit more technical info, like Daz... http://members.shaw.ca/jimht03/normal.html "The blue channel encodes normal vectors in the Z direction. 100% blue points straight out of the surface. 0% blue points straight behind the surface. A value of 50% in the blue channel indicates a Z normal component of 0.…