Update with full textures (spec and glossy) The thing that took more work and re-doing is the wood .. with too much spec it just looks metallic , with little spec, it's boring .. So i tried on the panels on the back to have just some specks of shiny (glossy) , but -as for all other materials except metal- i had to tone…
Some crits for the materials that I hope are helpful: The edge wear is too uniform, it needs to be localized more. Right now it looks like an edge detection routine plus a noise overlay. To look natural it needs more macro variation to not be so rigid. It currently sticks to the same few pixels around every edge. The…
Hey, thanks for the reply. The normals need to be locked because there is a hard geometry edge there in the example (tho once the normal map is applied it will be appear as a smooth edge). if the normals aren't locked, then as you move vertices around the normals recalculate... so those edge normals are no longer at the…
Hey ! @Tiros Hi and thanks for sharing with me your point of view.Yes, it would be interesting to avoid this straight line on the roof. @EzMeow Yup, you right ! i started from the roof ... Can i save some tris by using only 6 edges cylinders on the edge of the roof ? It would look too much low poly, no ? Actualy, i'm using…
Do you mean the big metal gear in the centre? This is how I'd do it.. If anyone's got a better way then go for it. :P 1) start with a many-sided Cylinder - I've used 128 sides 2) Select every other edge and raise it 3) This is where I'd put the edge loops for Turbosmooth or subdivision. I've also modelled in the slight…
Circumventing a problem (that isn't really a problem) by throwing more tris at it as a rule of thumb is just dumb. There are a lot of sides to when to chamfer or use hard edges/smoothing groups and so on so check http://wiki.polycount.com/NormalMap#SmoothingGroupsAndHardEdges for info on it. Now, what you said (Jessica) is…
Never seen a barrel weathered quite like that. This kind of rust seems to form a pretty even coat or be localized along the top and on the extruding edges. Some decent ref: http://www.flickr.com/photo_zoom.gne?id=519578356&size=l http://www.flickr.com/photo_zoom.gne?id=483508603&size=l…
Could it be that you are only smoothing your highpoly using the smooth-preview (1,2,3 on the keyboard) instead of applying a smooth from the mesh menu? The smooth-preview will not render, and that tear in the normalmap could be a hard edge in your proxy-mesh...... But it does look like a hard edge in your lowpoly. You…
Philnolan: That's not what I'm talking about. That's edge weights for subdivision surfaces (akin to "Crease" in Maya and Max). I'm talking about splitting normals on a lowpoly mesh - eg. Maya's "Soft/Hard Edge" method, or Max's Smoothing Groups. The only way I ever found to control this in LW was through the Material…
Using smoothing groups with sub_D is kinda defeting the purpose of modelling in sub_D. With smoothing groups you get hard edes, like ultra/unrealistic hard. There will always be a minimal bevel on a edge, unless it's 2 object intersecting/overlapping (but even then). With sub_D, to get a sharp edge, put edges really close…