Architectural shader, i find, covers a large swath of materials. Couple that with some area lights, some bounce plates (grids with a constant whiteish material on them) and some FG and you're good to go.
I don't have crits for your art, but in my opinion frames on images are way too distracting and heavy. Also I don't think that grid background adds anything, it simply distracts focus
It's work related so I can't really discuss it unfortunately. The problem is that when I snap things to the grid or even manually type it in, the verts are off by a few micrometers. Which causes problems in the engine.
Well I did build them in a 3d program (not using little cubes for the most part, but I was using a 1 pixel scaled grid). Guess I was just looking at the wrong tutorials then :poly139:
Thank you for introducing me to an old obscure pistol! First thing I'd suggest is showing a view that lets people see the thickness and overall shapes. Posting up reference is always important too, especially when modeling a real object. First thoughts: 1)Inconstant wear. You've got a couple spots of wear marks, but it's…
Hey guys! Just found this post because I was having the same issue (I was looking at a tutorial a new edge loop was suddenly created from others) and I found how it was done, and I think it's a good option in this case (or for someone else who sees this in the future): Insert edge loop with multi cut tool…
Hi! I never done an environment. I liked the concept very much and I'm thinking on try this. I don't know how to start :( . Do I have to follow some kind of grid? Thanks
Probably using the conform brush in the freeform section of the graphite modeling tools. If I remember correctly you need to switch "draw on" from grid to surface then target the high poly for it to push and snap to the high poly.
long day at work, but going to try to post almost daily(even if it's trivial) that being said, i got my project & grid set-up in Maya & I also installed Unreal Engine 4!
Yeah there's the sculpting tool and also another one that is part of the poly modelling toolset. In Maya it's called the Edit Mesh : Average Vertices tool. Yeah that's what I was thinking: manipulate the shading after you are happy with the geometry as such but perhaps still need to get rid of little visual glitches. I can…