Interesting read thanks! Anyway. I have spend some more time examining, well various surfaces under different lighting conditions. If you have strong, well defined normals with quite a bit of depth, then adding any lighting information to color texture will certainly destroy it. On other hand there are surface like moorish…
@perna but isn't this just essentially retopoing anyway? Although it' definitely more the go for organic surfaces, retopo toolsets in Max/Maya/etc are still using all the regular modelling tools so you can take advantage of set flow/relax/make planar/etc. This lends to making retop of hard-surface quite fast, I think.…
There is no correct way. Whatever looks good! And really, even pros have misconceptions so it's really up to you to get your hands dirty. Just to reiterate : if these lines you want to add simply lay on a relatively flat surface, yes you can do it in Zbrush the sculpty way : http://sebleg.free.fr/2006/shoes.jpg…
That stack does look particularly crazy. It would probably have been fine if you'd collapsed up to that first Edit Poly, all down into an Editable Poly. Doing a Line followed by a Surface modifier (which are always pretty fiddly anyway and can evaluate differently even if the tiniest thing changes), then two separate Edit…
Modeling looks good, the texture looks like AO is missing, its a good base material but is missing the ""texturing"" part Try add some grime to the crevices, also there is no edge definition and no macro large scale definition on the key curved surfaces Think about the highlight surfaces and how to define their shading,…
Hey guys. I've been having some issues with CryEngine lately that has stopped me from progressing. It's mainly related to the terrain painting and how to understand it. I do understand that you need to go through and highpass your terrain texture because it uses the editors own coloring system to help with the visual…
I tied it couple times but it never worked with UDIMs. Does it really? I once managed to get it working with some other naming convention but couldn't recollect now what it was? And I had other issues with Max RTT as usual; super slow , weird artifacts everywhere, etc so haven't tried to bake something in MAx for couple…
yea my first guess would be if it was a non technical person like most art directors, what they probably actually mean is: work on your material definition. Make the differences between metals and matte surfaces like concrete more apparent. a lot of games still suffer from not pushing their materials, leaving everything to…
Awesome work, Paul! I have a couple of questions if you get a chance: (1) Are you going through and modeling each opening for those bolts or do you have a quicker way to do that (like cutting out sections and reusing it - although it seems like that would be hard on those more curvy pieces)? (2) Did you model those…
I didn't noticed much of a problem with the noise at 100iso even with a bit of underexposure considering I shoot when a day is not too dim usually . And I do flat subjects mostly: all kinds of a ground surface. rock surface etc . Around 50 shots for 7x12 meters of a surface or something. It works very well on that. I…