@Pyrzern looking nice! Just a personal preference, but I think a solid bit of geometry underneath the fluffy part would have helped to give it more mass, instead of having to try and define the entire form just by using planes @iadagraca I love how that turned out! The bright high contrast really compliments the low poly…
alpha projections are best for adding surface detail imo, i would use the polish and mallet fast brushes for good hard edges. if you start with the mallet fast to rough out some detail and form (remembering to work WITH the brush, not against it. sometimes you will find that it produces some nice forms on its own, so dont…
This is an interesting perspective! Im looking forward to seeing more of these. But I agree. Focusing on your strengths is a great idea, but only to a point. I think those who choose to learn a lot of different disciplines tend to spread themselves too thin, and don't quite get up to the quality they desire, or is expected…
I believe normal map details are best suited for features that you would pretty much miss if you looked at them parallel to the surface they're inscribed in. Things that don't protrude much, or to put another way, don't notably affect the silhouette of the object. Because, once baked into a normal map, they won't impact…
Thanks for your feedback, Wingednosering. I appreciate it! I went ahead and made the changes you pointed out. I tried scaling the grass down some and then scaled up the z axis to try and make it thinner. Not sure how I feel about it still. I added in wood beams where the seams are visible on the windows. Made the glass…
I have a Mendel90 printer, using Maya to process my models and Slic3r to slice it(prepare for the printer). My centimeter setting in Maya transfers well to the actual print size in my experience. But you won't get any extreme precision with any consumer grade FFF printer. Using STL as my export-format from Maya to Slic3r.…
It is Unwrapped? The problem is, that you have an arc and it's trying to follow it with the texture. This way i don't think you will get a nice "Stone Arch" feel. What you could try to get the arch is, use this arch as kinda the basis and model single stones (do a lot of copy and paste and symmetry, you can follow the…
So yeah this is pretty cool, a couple things that bother me though: 1. The lack of support for creases is kinda ruining it for me, as I use them alot. It should at least keep the creases from my original surface, and ideally it should have options to add creases to the relevant edges (the surface's border and the other…
So this is what I've modeled got so far.. If you were making a game level with a existing assets would this seem like a pretty comprehensive variety of rocks to work with? Once this is done I'll figure out what the surface is going to be like. I think for the shader I'd like to have crumbly rock in the occluded areas and…
For high poly I almost never use Bevel unless it is to create a filleted corner. Beveling becomes messy very quickly (especially in Maya) and I generally do not like losing my corners whilst modeling with smooth preview. I almost always use support edges but there have been instances here and there where I will use the…