IIRC "surface" versus "geometry" normals is basically baking with the surface normals or baking with a cage. Basically, if you bake with raycast distance you'll get issues around your edges, but you won't get that "camera distortion" look on your interior details, it bakes like this: "geometry" or baking with a cage, will…
Hi Marc, the first thing i would say is that the road needs to be defined a bit more. Its too shiney and can't tell if its meant to be water thats doing that. If it is water, think about how water would pool on a surface. It usually fills dents in the roads surface so i would hint at that. Also pump up some of the normals…
The top is yours and bottom is the paint over,spot the subtle difference? When i work on a texture i add a very subtle bit of light information to the edges of metal surfaces where light might hit the surface.,usually the color at that location but much lighter. This tiny and mind you,very subtle addition helps the details…
A screenshot would help. How many edges are selected before you press Extrude? Look in the bottom of the Selection rollout in Editable Poly, it will say how many edges are currently selected. I'm thinking maybe your selection method is grabbing unseen edges. Another possibility... if you're extruding in the middle of a…
I don't know why converting a poly to a subd surface and then undoing is something you would want to do often. Why would ever you need to do that? Converting back perhaps, but 'undoing' is something else. What you're describing (extra frame marks) sounds vaguely like how maya displays true subdivision surfaces. So it…
:D I wouldn't use a skylight to bright things up, that's just going to ambiently fill your darks with a solid color of light even if it is biased from above or bottom. Go ahead and set up your lights for your primary lighting, then create "bounce" lights off the surface where the light hits, and for its color give it a mix…
Hi guys, I have a problem when baking my AO in max. Let me shortly explain my workflow: I use keyframes to explode the HP model. For the Lowpoly (which is all fused together) i use Editable poly modifier for AO and Normal Positions. Now, the "HQ" model isn't the regular Sub-D model that is often used, but rather a beefed…
I wanted some practice on the high to low baking process for a hard surface asset, so I went with a spark plug. It gave me the chance to model quickly and get to the baking step quicker. It also had a few different surfaces that gave me some more practice on material definition. I started by creating a clean version of the…
hi so im just about to enter my masters year in 3d art and i want to do something in the hard surface area, when looking at jobs i always see hardsurface as vehicles, weapons, props and anything thats not organic really, but at the moment i can only really do props and weapons, do i need to be able to be great at modelling…
Hi guys, I would like to use a metallic roughness surface model in shaderfx to display PBR assets with viewport 2.0. I have try to import the stingray model in shaderfx context but it give me an error. For an obscur reason AD has split shaderfx in 2 sperated context. - shaderfx context which has groups / procedurals etc…