maybe like this? highpoly looks good so far =3 the back of the slide looks a bit too smooth though are you gonna keep true to the reference as close as possible or using your artistic license a bit?
Thanks for the reply Gruntpunch. Well what I mean when I refer to fuziness is he the fuziness slider in the Multi Material Blend node. It lets the color ID range out further than the picked color. When it comes to having no anti aliasing in the ID maps, well it does neutralize the black border issues BUT many times things…
Idea from the other thread I think this is a great idea. :) Also some more ideas :P* Having a separate user definable channel where you could pack a texture and choose which channel performs a particular function (R=Gloss G=Occlusion B=Height for example). Currently it pains me to use so many different textures when i…
Ghostscape's method is fine if your mesh is all planar, flat surfaces. If there's any curved surfaces they will remain faceted when you subdivide with smooth switched off. An alternative is to use the Zbrush "crease edge" function in the tool>geometry panel. You can either use it with a global tolerance (the "Ctolerance"…
@Oniram, Thank you. Well not certainly all the material is done with B2M3 even though you see the logo on the image. I use CrazyBump and Knald in combination too. I used to make my normal maps in a one go, for emaple in CrazyBump if I wanted fine detail I would push the fine detail slider forward, and then if I wanted some…
A few things could make this easier: 1) Unless the character is animated, you don't need to run an nCloth simulation to get a small patch to conform to the shape of the skin (or other object), you could always make the other object you want to conform to a "live" object by selecting the object, then clicking on the magnet…
I made these details with symmetry on: But when I export the map one side is stronger than the other. I sculpted on the left side and due to symmetry, the right side was sculpted too. But the left side is deeper than the right: I tried exporting from ZBrush and xNormal, no sucess in both. Anyone know what can it be? Thanks…
This probably isnt a "new" technique but whatever. Obviously a hard boiled CG artist would model out the hole in the slide and then bake it down, but considering the topology in that area its waayy more efficient to do it in photoshop, and as you can see the result is not half bad.
Jiggle is a modifier plugin for 3ds Max that adds quickly and easily realistic jiggle motions to parts of animated characters and objects. It can simulate fat and muscle movements and skin sliding effects. More here http://www.mariussilaghi.com/products/jiggle [ame="https://www.youtube.com/watch?v=al1PV7BMgGU"]Jiggle 1.0 -…