Wizo - That is a great suggestion, I hadn't even payed attention to that! Thanks. Well Mossbros, 2 things! First, if you are doing this for a production environment under a strict deadline, I would not model stuff like that in. I would generally float the detail about the high poly. This makes it much easier to maintain…
let me be brutally honest. i find it annoying that you keep emphasizing "LoM Chaos" as your name. It sounds very online game tag-ish with a clan tag. sounds very immature to be honest. why not just use your real name ? LoM Chaos is not even consistent with your website name prefix (which is ChaisV49). another thing, you…
Third time's the charm, I guess...? :( Anyway, skipped the lights for this update. Had some problems with them lighting up the entire model instead of just the shader. Oh well. I deleted the L-shape, added some new stuff on the barrel (I think it's called)... Now I have big flat shape I have to do something about.…
@ThisisVictoriaZ Really coming together! I'm not 100% sure, but maybe you could add a grunge/roughness on the tiles to break up the mirror surface a bit? Something like a smudge grunge or a wet surface since the concept almost gives off the vibe of the scene being post-rainstorm. I think adding a similar skydome - even a…
Seeing the results working well all the way to an external engine like Unity is really nice. Impressive ! I haven't tried the add-on first hand but I am wondering : what would be the best way to use DecalMachine bits similarly to the way one would use highpoly floaters for baking ? Perhaps by baking down their displacement…
@djackson362 It looks like your normals are inverted, it's causing strange shading and seams. I also need to point out that this challenge is not about who can finish the fastest, you still have 1 month to finish take the time to clean up your work a bit. Right now you have straps and floaters improperly intersecting into…
A new update to Normal Tools includes some new selection functions, per element alignment tools and macros for the Border and Element selection functions. See the updated docs with detailed info as well as new graphics to help explain some of the functions. Version 1.4 * Added five new functions for aligning normals based…
@Ged Dude, tell me about it!! The characters and aesthetic design in that game is incredible. I'm really in to the style Overwatch has going on. @DETHLING Totally agree man, the style is definitely special. What are you working on from the Overwatch universe? @NEOX Thank you for your detailed breakdown, I really appreciate…
The Gun is very nice, For the Ricochet you could always use floaters to simulate that detail without having to cut out the shape of it and having to deal with fixing the topology. I did a quick model of an example and posted the images over on my sketchbook, if you want to see (I would have attached them to this reply but…
so i basically rebuilt the entire front section of the car, as well as the doors in order to get the edge flow better. its still a little complicated, and there are still smoothing errors (-_-) but i do think its better than the last effort. ill get some wireframe shots up tommorow. ive also started adding a few more minor…