You are missing some parts, like the button to take off the top cover. Other than that I see proportion issues in some places, take a closer look at your references again.
Super cute! It reminds me of 90s anime, or arcades.... I'd definitely want to press the button lol. It definitely looks to have a little brush texture or something in the blue, which is very pretty!
Can you clarify more Noors? I'm applying the modifier to the object, choosing Face...then what? There's no "Apply" button or anything that I can so. What steps am I missing to replicate this?
Hi I just noticed that code for Ninja Detach button looks like this "NinjaMesh_Detach MayaWindow_menuBarLayout4_NinjaDojo_FullParent_Ninja_Dojo_BarPane_Ninja_Dojo_BarTab_Ninja_NinjaTools_MainColumn_NinjaTools_MainColumnParent_Ninja_Mesh_Column_menuBarLayout13_NinjaMeshMain_NinjaMesh_Tab_columnLayout243_frameLayout184"…
Tony927 - Sorry to hear about your troubles, would you mind posting some screens of your problems? Regarding the dissapearing refresh-button, this is a bug, thank you very much for reporting!!
Graphs can be hidden from the library - they've done it with the AO node and afaik most of the noises - you can unhide them with a button on the node attributes panel if you want them listed.
What i don't like about Quixel is the integration to Photoshop. Substances is 100% standalone. As for the final result... its like comparing Max to Maya to Modo to whatever. same thing different buttons.
You can try doing it with unlit textures. A plane at the button with the color of the abyss and the peaks with a textures tha is fading into the abyss color. However that would not support any lighting that is not baked into the textures of the pillars.
There is no 'flip B' in the ZB texture palette. It's V, as in vertical. In ZB open the UV Map rollout and hit the 'morph uv' button. Does the result look the same as the uvs in Max unwrap editor?