Hello Peanut Sorry to hear about your injury, get well soon !!! I absolutely love modo and have been using it for about 4 months now. There are loads of materials and textures that come with it and here are plenty more: http://forums.luxology.com/topic.aspx?f=3&t=16238 Should be more than enough to get you started :) As…
Cheers kel yeah I think I am gona focus on filling it out more now. Hey Stu whats up man! Thinking about adding pipes in some other places maybe depending on how they look, but I didn't like the floor that much from the concept because I feel like wheels from suitcases and trolleys would catch them and in general it was…
I tried using the same World Projection method to make a material that will wrap around any tunnel surface, regardless of surface direction. I think I'm getting close to a good solution, but the blending is very awkward on surfaces that are not close to parallel with the XY, YZ, or XZ planes... I'll have to figure out how…
It's all in Zbrush. I usually just start with a really blocky base mesh from any modelling program and dynamesh it at a medium resolution. Then use a clay brush to add and subtract large forms until the approximate shape is there. Dividing up to a higher resolution after the forms are all there I use trim dynamic brush…
I might be tottally wrong here so somone else please chime in if you know better, but its my understanding that gloss maps are just another way to simmulate the reflectivity of a surface. This is one of the better images I have found describing this: To be clear I DID NOT MAKE THAT IMAGE, its part of a great art tutorial…
Uhh, think about it, it's a height map, it's meant to look like that! You're rendering a projection of a highpoly mesh onto a low poly mesh. The aim of the height map is to store the difference in "height" between the surfaces. Obviously since your lowpoly surface come closer to the highpoly at various parts (especially…
well, I see some pinching in the subd wire, but that doesn't matter. you can turn the subd level up again and continue the lines along the path where you've got the question marks and terminate them on a flat surface if it'll make you feel better :) http://www.davidishappy.com/random/Untitleasfafafsfasfd-1.jpg sometimes…
The way I understand it, a single surface is one where the vertices all share the same data. As soon as the data changes (different smoothing group, different material, UV has an edge) then the surface breaks into two (or more). Check out Figure 2 in the 2nd article. CrazyButcher mentioned batches... I've been hearing some…
I am trying to model a couch as the book I am reading recommends this as good practice with NURBS. Ref picture I picked http://www.sleepshop.co.za/images/MontClos_sleeper_couch_large.JPG Here is my issue I currently have the basic shape of my couch except I can not get a surface for the front/back. I would imagine I would…
So i've ripped a car model from csr racing 2 and the program that exports the model, exports as .fbx. I import the .fbx into 3ds max and the model looks perfect. When I go to export as .obj it crashes. But when I edit as poly the model's smooth mesh surface turns low poly with no smooth surface. Yes its already low poly…