Thank you for sharing and nudging me a bit. Appreciate it. I'm going for standard game asset, normal wear, meaning how it would look going into battle or in your inventory. It's been used in battle before for years, but not very recently per se. It should have evidence of being a vehicle for heavy use, but still clean…
its a good start, the concepts are fun! I feel like you could carry over more of that angular sharpness into your sculpt, stay at a fairly low subdivision level and use the flatter or trim brushes to create those flat sharp angles in the concept.
Hi, I come from max (10 years xp) and need to learn maya. I want to make metalic tube with spline. With max it's really easy to create both sharp angle and smooth angles with filet for exemple. I don't know how to do sharp angles with a cv curve inside maya. Any help ?
Very nice filters for PS, just started using them today with Quixel. Great to see the changes in 3DO. Worth checking out: https://www.google.com/nikcollection/ Below I am sharping the normals after sharping the Albedo, you can immediately see how useful this is and there is a load of other filters to play around with.…
Have you tried contacting Márcio to ask permission and share your progress? Usually concept artists are flattered, and love to see a derivation like this!
Looking very good! What trickery are you currently doing to get the textures so very sharp? Im not talking about the detail textures here, the transitions of the cloth layers for instance are very sharp. Or is it just really high resolution textures for the cinematics?
Nicely done! Though I feel like the model's top has some overly sharp corners on it that distract from what I assume is supposed to be a round shape. There seem to be some texture seems right along these overly sharp corners as well.
Your model seems to be sharp edge. Pay attention at this. In the real world, nothing is sharp edge like that (except maybe knives). Another thing : the wood line arn't really logical inbetween them, try to respect their sense :) . Hope my advices will help you :)
@throttlekitty Hey, One more question when I use smooth preview I have my vertex boundary set to sharp edges and when I click on smooth mesh preview to polygons it uses the vertex boundary sharp edges and corners anyway to fix this?
I think for the sharp edges I was trying to see if my low poly needed to keep some round edges or needed to be sharp. For the material your right. I went with the default painted steel material in substance but wasn’t sure how the concept was intended to appear.