Hi Akshat, Akshay here I genuinely think its looking good but yes you need to refine the use of generator in Substance basically the curvature and Dirt-Generators that you have used. Im terrible with words but let me show you an image and a few techniques I use to polish things. Hope that helps. Dont get stressed just…
Here are some bookmarks I've collected. The biggest help to anyone that I've seen is not only reading but putting in hours and hours of practice. Good luck! PSG 7 MUST READ. Metal and Hard Surface Hard Surface Materials (metal scratches and wear) Neil Belvins Procedural Paint Chips Check out Neils other materials too, even…
Straightening the UVs is important for a model like this. For more standardized models like weapons, you usually don't "bend" your UV map like that. Your UV map is oriented diagonally. That's a big no-no for large-volume modeling. Take a look at the UV maps commonly used in most MMOs. They always make sure that the UV maps…
You're right, I should add that we're developing it actively and currently use it at our studio for 2+ years now. While we were building it to improve our pipeline internally, we realized it's this is also problem a handful of other Artists and Studios had so we spun it off into an open source project of its own. The…
I have few experience with lipsync, twice in max and once in maya. In Max I got my hands on a very easy to use script. I don't have it anymore, but I doubt it's hard to track down. You simply pose one side of the face and hit the mirror button and it would create a mirrored version. I've been told maya out of the box has a…
If you are zoomed in on verts and moving them one by one you can lose a sense of the big picture and what makes something 'work' as a whole. If you are doing organic work, like faces, then there is no other option imo: sculpt precisely the form you want and don't even think about the topology until the end when you know…
Normal maps are not something that should be considered human readable nor editable (barring a middleman like nDo), and there are other very good reasons not to hand-edit normal maps (primarily it's a bad pipeline as any rebake means a repaint, and others baking your assets in a team setting won't understand their odd…
@Pedro Mag Release Button/Charging Handle/Groove & graved detail: I will do all that during the low poly inside of nDo the same way I did with the jigsaw, if any detail doesn't come out right in the normal I will just model it on the high. Trying to cut back on the minor stuff and capture most of the model with geo…
um.. yeah Kismet is nice, but its not a substitute for uscript. Its more like a "lite" version for whats most used in level design and machinima. If you want to go the particle effect route, which might be the easiest and potentially only way to go without coding something, you can use kismet to spawn a particle of your…
is that max bones? biped? if max bones, you want to adjust your bias handles in curve editor so the 1st and last frames have the same in/out curves. there is also a button along the top of the curve editor that automatically loops the animation so you can get quick looping previews. if biped, you can use the curve editor,…