wester: I assume you dont use max 2010 yet because in 2010 the glare shader is enabled by default - in previous version (starting with 9) it has to be enabled in a textfile. Once its enabled under render settings you can drag it into a material slot to edit it's changes (because its a shader after all). Some complete…
Hey there, I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get…
Hi! Yes, it's the "Mark Sharp" command. With objects that have angles of various degree, I like to set the autosmooth to 180 degrees (all smooth) and then manually mark edges sharp where it's necessary. Due to the Auto Smooth angle in the "Object Data Properties" panel being greyed out in your image, I think the mesh might…
Texture projection method The main method of creating texture using AI is to project the generated image onto the model from several angles. Important This technique does not exclude a person from working on textures. AI is a tool that speeds up the process, not completely automated. Also, when working on textures, work in…
Hi I'd like some feedback and advice regarding my generated and baked hair. I've followed two courses now - one by Johan Lithvall and another by Andre Pires, which is a very similar workflow to Johan's. However, with the hair I've made, and since, mine always looks like straw. :-\ I've even tried adjusting the shader in…
(Big version) As I mentioned before, in the past a lot of my personal 'for fun' work has been dioramas or prop collections. My goal with OWHQ has been to produce a shippable, professional, functioning environment, with the emphasis on looks first (I'm an artist after all) but design a close second. For lack of a cooler…
Yes, the bolts are not combined with geometry beneath. And I use a second bake to fix the black spots underneath - because when the mesh will LOD, the bolts disappear and black spots will be visible. So I bake them "flat" underneath as well: The issue is not exactly that they are separate geometry. Here's another example:…
My recommendation is to set yourself projects with the idea of practicing or learning something specific. Like as a character artist if I want to practice making hair for example I'll focus on a project based around that, or if I want to practice human anatomy I'll make a character that requires good knowledge of that. If…