It's only a surface effect - it won't actually change the geometry of the low poly model. It just defines what direction the surface points in. So the shading change is all you get.
Wait, are you talking about polypainting, or sculpting surface details? If you use alphas, you can do very nice surface details without deforming it or making it lumpy.
Thanks a lot Monophobe, yes, I know this, when the hard surface is simple it work smooth, but when import hard surface with several details doing this in zbrush is a pain (for me)
albedo is if i remember the amount of diffuse light thats been drawn back by a surface as opposed to selfilluminating surfaces, damn my english... its the diffuse color of the object :P
This is so damn good. I really enjoy how you've mixed traditional hard surface modeling with sculpted hard surfaces to give the armor a nice semi-organic feel.
Irrespective of gender, I find distinguishing anatomical subtleties from experience working with traditional media can be extremely challenging too capture whether trying to sculpt a marquette in clay or via life drawing class - hideously tortuous I tell you wouldn't wish it on my worst enemy. ....thank the good lord I'd…
The moon's sky is black in photographs due to the camera being exposed for photographing subjects on the surface. If the camera were exposed to see stars the lunar surface would be completely blown out.
While beautiful, I worry the floor texture is too rough. Architecturally, the floor is the one surface that should see a lot of care given toward a level surface, for obvious reasons.
The wing fillet looks quite off. It shouldn't extend as far up the fuselage, especially near the leading edge, and it should be a smooth curve from the surface of the wing to the surface of the fuselage.
Another quick study, decided to try out some hard-surface shapes this time, only ZBrush primitives and Dynamesh Master (no modeling). Study 28 - ZBrush Hard-Surface