Hi, are u planing for game asset or just high end car model? for high end model deleting edges after turbosmooth will surely give u headaches, Time to give you my 8 commandmends :D 1. Always use 3 points when making curves (low poly) Turbo smooth will subdivide it nicely. 2. For best smooth result Turbosmooth should not go…
This also means that the piece is inverted (wrong facing) and sometimes won't render correctly when using Mental Ray. I forget if you're using 3dsmax or not, but if you are, you can go: UVW editor window > Face Mode > Select > Select Inverted Faces. This will highlight the faces that need to be flipped. Common causes of…
when it comes to rock type assets, a lot of time can be "wasted" in zbrush. The thing about rocks, is they have a very even similar texture throughout the object, it's not important to make specific areas of the rock unique, as you can see on the bottom example rocks. I would suggest making a tileable texture that looks…
I've seen a number of scene's like this before and always think that, while technically good, they could always use a bit more 'mmph' to really grab the viewer. For your piece here I tried adding a dramatic angle to the camera and focus on the road. What's down there? Why are we looking at it? Who's bike is that? Are any…
For the last three months straight I've been working on making low poly models for an Edo Japan period themed game. I'm doing it as a personal side hobby. In addition, I made a complete game design document, character drawings, did a whole lot of research, collected a bunch of references, and above all modeled complete…
The objective of this project is to seriously improve my photorealistic skills. As of now i've only touched the modeling and texturing part, meaning that all that comes with post-production is yet to be seen (but if you have any suggestion it would be greatly appreciated.) Needless to say the scene should ideally reach a…
Here are some potential problems with not combining a mesh: * Some engines have problems with lighting when you have open edges on a mesh. You get light leaking. * Some engines will be creating LODs automatically for your buildings. Having open edges can confuse the LOD algorithm and create a bad LOD. * If your engine uses…
Use the existing geometry on the cylinder walls as support loops. Block out the subtractive shape and adjust the segment count of the cylinder until there's sufficient supporting geometry and the subtractive geometry lands between the edge segments on the cylinder walls. Add support loops and merge into geometry that runs…
I know you're going for something stylized, so I'll try not to harp on this too much, but I tend to nerd out about swords, so I may still wind up overly verbose on the topic. The hilt looks good (though, I'd suggest if you're going for a sword resembling a Roman gladius, you could afford to exaggerate the size of the…