Ponte Ryuurui as an example, is big on generating appropriately variable radius bevels for most of his hard edged objects, especially his course content models made with HardOps - I mean your picatinny rail looks so sharp I'll be able to shave my beard, with it. ...if this is an improvement thread based on hard surface…
either way might work but should probably get the model in your rendering engine with some basic textures, that way you can see what effect those changes would have on the final product. For example if you have one less edgeloop to hold the shape of the cylinder it might look bad once you have real lighting applied. Or…
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[ QUOTE ] Incom asked me a couple of questions and it was late last night when I was reading them so I sort of braindumped a metric fuckton (thats more than an imperial fuckton) of text, and I figure some of it might be helpful. ---What style is your stuff in (Polycounts, texture sizes?). I can't talk about the project I'm…
It would also help to study anatomy and proportions. We have a ton of great resources, cached here: Anatomy Reference For example, PoseManiacs has excellent references https://www.posemaniacs.com/tools/viewer/poses/01H6RBJ01K4AJGPMCEYW5FKYFZ
Yeah, https: makes sense too. In the meantime, you can still access the wiki via Google caches. I know it's not ideal, but it worked OK for me. For example https://polycount.com/discussion/comment/2784253/#Comment_2784253
To understand why metals are lit the way they are, you should understand commercial photography. Photographers spend a lot of time and effort on crafting precise reflections on metallic and mirrored surfaces. For example: https://theslantedlens.com/2023/how-to-photograph-shiny-metal-lighting-tutorial/
Curvature is a one-dimensional gradient and the display colors seem to be literally just that (including the normalize checkbox). You'll have to reconstruct the colors e.g. with a gradient ramp. See here: https://www.youtube.com/watch?v=isBf3HGWse4 (You can do your original color map as well.) However, Vector should be…