eureka! its all so clear to me now! specular surfaces are always darker than non-specular surfaces! non-specular surfaces scatters the light more, showing less of the colour to the human eye! and of course you get the bonus that specular surfaces has better contrast.
Just wondering anyone else tried using zbrush from start to finish for hard surface modelling, I know there is a tutorial at DT for it. But who here uses it for there hard surface modelling. Starting there base mesh in zbrush and finishing it all with just zbrush.
Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example:
Surface Pro 2. Haswell baby! http://www.pcworld.com/article/2049262/microsoft-surface-2-and-surface-pro-2-benchmarks-and-hands-on.html Still. Wish they had a 16 gig option for ram.
Hi! The thing that is sticking out the most for me, is the noisy reflection of the surface. Looks like the roughness might be too high contrast and low resolution. Keep it up :+1:
This one is a project I made for fun! I wanted to take my modeling further and practice transitioning the topology from hard-surface, to smooth-surface on the same mesh. It was challenging but well worth it!
About time someone starting putting that tech to use. Too bad Apple didn't do it first so it could be done right the first time. I'm sure MS will get it right with surface 6.0. http://www.microsoft.com/surface/ Promo Video http://www.youtube.com/watch?v=6VfpVYYQzHs
That Chris Plush Vett looks pretty snazzy, like those wires too and working with subd Srinkwrapped surfaces makes imo class A modeling, less of an overall hassle.