Are you mimicking the waviness of the surface, or its surface texture in either the model itself or the shader? You might also have to duplicate the block and scale it smaller, or build an interior for it, since usually those glass blocks are hollow (if you didn't already build it with an interior).
looks like too many shadowcasters on the same surface. see if you put any other lights in your scene and how many cast shadows on that surface. otherwise might be the shadow bias and you should either be able to find a cvar or an entity property for it :)
Even in live action films there will be staff who go around spraying dust on surfaces to reduce glare or wetting surfaces to make them shinier. It's not realistic but it makes the scene look better. eg: https://parade.com/101364/marilynvossavant/wet-streets-in-movies-20/
I priced out the Surface 3 and it was like $1500 total. The Cintiq was $1850 total. Including tax on both. The $350 different to have a matte screen, hotkeys, and an additional 1792 pressure levels from the Surface 3 256 levels is worth it in my book.
Ya and it actually comes from the ancient dark past before CGI was widespread. When they were making star wars and wanted general surface detail for their ships or whatever they would slap on parts of model kits in order to populate the surfaces with high-frequency detail..
I'm trying to use a surface shader to flat preview some textures but they look super pixelated. Its wierd because its never happened before and all of the sudden they look pixelated. It doesnt happen on any other shaders either. Any ideas what might be the problem? I tried restarting and everything. Surface Shader: Lambert:
So here is my base texture I've been working on. The first one is without the surface detail being pushed. The second I tried to add small highlights and shadows to the surface. I took a lot more time with this one than my prior attempt.
I agree with JadeEyePanda. You don't have to sculpt entire body in Zbrush. Please consider to use Maya/Max/Modo to make clean hard-surface modeling. Also, you can bring the hard-surface modeling from maya to Zbrush and sculpt it later.
Ooo very nice! If I had to make a suggestion I'd say put a little shadow or something on the surface to help define the space. Really, though the volume, form, and surface properties are all done beautifully. I wish I had a quarter of your talent :/
Let's talk about what material definition is, first. Material definition is being able to clearly tell the difference between adjacent materials, as well as being able to tell what each of those individual materials is made of. For example, I could look at two flat grey materials with different gloss values and assume that…