@birb Roughness maps below. Something like that? Does the model overall read better at the moment with its surfacing details and variance across large read surfaces?
This is a nice sculpt, you have cool surface detail, the only real issue I see, is a lack of a silluette. Try to make the silluete match the surface detail.
With the point on poly constraint the constrained object will rotate to match the normal of the surface at the point it is constrained. Is that what it looks like, or is there 'weird' rotation that does not follow the normal of the surface?
Try Surfaces>Reverse Direction. Its the last options in the menu. The reason reserve normal doesn't work is because that only works with polygon shapes, not surfaces/NURBS.
Not sure if this is possible to do 'in shader': I'm interested in being able to throw away the geometry surface normal data and use 'hard' surface normals - no matter the input
Probably the lighting on the surface. Not the Silhouette. Instead of relying so much on normal and displacement with are pixel based. Should give a smoother/organic feel to the surface alah the screenshot.
I've spent days trying to resolve these problems so i figure if anywhere has any semblance of a solution, it's polycount. I'm a student artist using Second Life as a platform since it's easy to collaborate on. Anyway, the problem: (picture speaks a thousand words) (uploaded image is a JPG for forum friendliness, i realize…
Hey Polycounters ! I recently made a new tool for the "face weighted" normals workflow in 3DS Max: https://youtu.be/yzfgRYphbJs A fast and non-destructive solution for real time hard surface modelling using chamfers and custom vertex normals. This is a very versatile tool that will greatly help you dealing with "medium…
Your uvs need to compensate the surface subdivision. I dont know if 3dsmax can do it but programms like UV layout can create UVs for subdivision surfaces.