Thanks for all the comments! bbob - You are right I should use the cloth modifier. Was playing around last night and trying to add some displacment to the towels but they still don't quite look right. I think the cloth modifier and some gravity will help that a lot. ZacD - Which scales seem off exactly? Most of the items…
So i'll respond first on generica, afterwards to your specific question. For me, the worst parts is when you have to choose to either have a high resolution close up texture, which you have to tile in photoshop and delete the pattern, so you dont have too many tiling going on when spread across the object. or you have an…
the easiest way is to delete any similar elements that will share the same UV unwrap. Unwrap everything making sure there is only one of each uv island, then after put an edit poly on top of the unwrap modifier and copy those elements across your mesh, building the rest of the mesh. after that is done, put an unwrap…
Just wondering, why don't you try baking it onto a flat plane? Those extrusions are so small that you shouldn't notice any difference once the scene is put together. However, what really bothers me is your high poly. Here's a quick normal bake, displayed in Xnormal. I have modified the mesh a little bit so that all major…
So, on to the workflow! It varies a little bit depending on the objects (I use3ds Max by the way...). But I'll start off with 1)landscapes Triangulate a plane with many subdivision and then use soft selection to make hill etc...Then cut off the bits you dont want and add a noise modifier. Easy! 2)Rocks I start off with a…
Hey Evan - thanks for posting this. Some context for this thread: I met Evan (Darknessedge) at the Toronto IGDA the night of my presentation. I suggested he posted here on polycount for ideas on how he might better model with the use of one hand. One thing I told him, which I will say now, that as a Max user I am confident…
By popular demand I'm making the modified model export script available for download. Click here to get it To make this work you'll need to put the enclosed files in your scripts folder under your 3dsMax install directory. This is nearly identical to the original script released/developed by Corsix and modified by…
I think its too dense and still has some tightly packed areas. This is about 1 or 2 subdivisions up from a standard base mesh that I would create. I normally stick to 500-3k polys (not tris) for base meshes, I toss a turbosmooth modifier on top to see how it will sub-divide. You can also use the tessellate and mesh smooth…
just offset the uv coordinates. Unwrap your tracks in a straight line and make sure there is enough geometry to do this. If you a using one texture sheet leave an area so you can offset the uvs for the tracks. The easiest way though is to make a texture that tiles in one direction if you don't want a noticeable repeat and…
I'm a bit confused to be honest. Sculpting anything generally means raising or lowering the surface. No surface change, no noise. If you didn't want to change the surface, you could try turning off zsub/add and just paint the noise with RGB. Or use one of the bump materials which would basically convert the polypaint into…