I have tried manually triangulating and baking in 3ds Max and I have also used the automatic triangulation created in an .obj export to bake in Xnormal. As for smoothing groups I've tried several things: I always separate the area 'inside' the blade and I have experimented with separating the flat surface of the blade from…
1- I'm not sure I got your question, "undert the picker options?" 2- Yes, everytime you brush the trim smooth border brush selects a world normal which if you hold and keep brushing it follows through the surface and it goes as deep as the other surfaces around, but if you hold it you will notice the angle of the brush…
Harry just made an excellent point. It'll be good experience. If you do the same thing twice, your work-flow will become quicker, more precise and you'll get more comfortable with it. Yeah about the beveling, it will really help get rid of the sharp corners, thus making it feel slightly less "boxy". The bevel also helps…
This is pretty good so far, especially the textures. The gravel texture seems a little strange, I feel I can see a line, maybe it has to do with the tiling. It is not apparent in your previous shots though. You could also add a border, a kind of underground texture. The purpose is to make your diorama look like a volume…
Hey, looking nice. for workflow, im really not comfortable enough with zbrush to comment too much. For me id be retopoing a lot of that in maya/max/topogun, and start up on sub-d for it. Although your not getting too much of that "zbrush hard surface" feel. That lumpy look that I see sometimes. The Protoss art style has…
Oniram - Thanks for your support! I really hope you like the DVD. The video should give you a pretty good basis for how to achieve the soft surface blend. If you experiment more with it, it's not too difficult to figure out a way to blend the entropy shader with the soft surface one. It just takes careful pre-planning in…
is that the only normalmap you have? it looks a little weird to me and i think a lot of it has to do with the fact that u have no other surface informations then the actual decoration.. As far as i know, stone is not totally polished and flat work in more information in the normalmap.. surface of the stone, little cracks…
You are probably generating your tangent space incorrectly if there is a significant difference (if in zbrush you are generating it at a subdivision level higher than 0). Object space normals will look nicer (at least I've heard) because they are more explicit and don't need to rely on surface normals, while tangent space…
Experienced 3D artist with a strong record in real-time gaming, including in-game cinematic. Seven years in the industry, four published games. Expertise in hard surface modeling and character modeling. Passionate about 3D art, skilled in game pipelines, and adept at collaborating with teams for smooth artwork integration…
Hello, I need to render an high poly hard surface object meant for 3D concept design. I'd like to add some decals on the surface so my question is: is it possible to add a 2D image like you would do in keyshot without having uvs? I don't mind paying for a plugin if it's available somewhere but I already checked the…