[ame=" https://www.youtube.com/watch?v=NuF6E2xZcgI"]How to Setup Hard Surface Models for Sculpting in ZBrush! - YouTube[/ame] This video covers a sneaky mcsneakerson way to prep your hard surface model for sculpting in zbrush. Fancy!
I think super long tris are okay, as long as they are defining a surface that is completely flat. the second you bend the normal tangency on a surface with crazy long tris however, you`re going to end up with undesirable results.
complex shaders generally do the job of calculating how the objects surface interacts with the shots lights. you still need textures to describe the surfaces. (I have no film experience but I've done rendering for TV using mentalray)
Because the dark shell logos are big and embosseed there, when they should just be a really thin coat of paint on the surface (i.e. they won't change the height of the surface). Wrote this up a few weeks ago, that'll hopefully explain it better.
Yes, you can't expect perfect pixel accuracy when projecting images on a 3D surface. Photoshop operates on 2D pixels directly while Painter projects that 2D image on a 3D surface, there is bound to be a resampling process no matter what.
Hello folks, So i made this model mainly for texture/surface studies ,i`m trying to push my texturing skills further..since i notice i have some problems with metallic surfaces ...... any comments and critiques are welcomed and probably would help :) . Thanks from now.
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Hello everyone! I'm stacked finding out a reason of incorrect surface noise(with alhpa) The mesh has UVs and imported from maya. I guess that the topology affect the way surface noise works. but on the other hand it shouldn't do that. Help find the reason out, please. Thanx in advance!!!
You really need to cut it up into flat quads (or triangles) to guide the surface into a shape you want. A giant n-gon won't be able to read your mind when it comes to creating a contiguous non-flat surface.
Yeah, just to reiterate so the lightbulb clicks on. Normal maps do NOT record depth. At all. All they record is changes in surface direction. That's IT. So if a surface is parallel to the projection, it won't be seen. Once you understand that concept, it's a snap.