I revisited the antique flintlock gun and pimped it out with what i learned doing the chair and the vespa. Also tried a new render set up. I kinda like it. :) There are still some things i need to adjust. Any feed back is welcome! :D reference By the way, some peeps ask me how i wrap stuff around the surface. If i model…
thanks for the inputs guys, much apprecciated. I have no opportunities here in my zone to try them out personally, but i think i got the idea of the surface feeling of the new and the older intuos version, if im right and for what i read the new version got more a paper feeling and the older more a plastic feeling surface.…
Well, got the art test done and sent off. Thanks for all the help so far. The whole render to texture thing is very impressive, but really needs to be made a bit friendlier IMO. So many options are buried in seperate windows, and the whole thing is packed with jargon. The feedback from the little render window is great…
Previous & Table of Contents This setup tints the specularity looking straight on and leaves it achromatic at the edges, which is accurate. How about a rough plastic now? At a first glance, this might look OK to some of you, but it's actually got too much specularity around the edges. If you observe some real-world rough…
Thank you guys. _BREAKDOWN_ -I started cleaning the raw data using the clay brush with alt pressed (zsub) and also using the Smoothing`s tweaked algorithm Hold shift, click and hold with the pen, release shift, and then you go. This mainly smooth out the surface without changing the overall surface too much. This also…
A good practice when modeling cars is to make the whole surface of the car as one piece at first, without cutting the body panels. First you'd want to have a low poly blockout with clean topology, but no subdivision so that you can see all the shapes of the car and can modify the proportions easily if something feels off.…
Well no. Think about it, you have your bare metal, almost chrome like and you apply a thin layer of spray paint on it. What happens is that the base material properties blend with the paint layer so there's no 0 to 1 transition, its more a value in between. Of course this depends on the type of paint, number of layers,…
his is deformed just like you and me (or your second example). Look at the lamp (second island from the left). The other peices are being tiled and they are going on relatively flat surfaces/square surfaces. The only one that might be questionable is the third island from the left, the long peice of wood. I'm thinking that…
Hey man. So yea, what Blaisoid said about the wood is true, the highlight needs to be white, so take the color of the wood and invert it for the spec. I think the specular value of the metal could overall be higher. Probably higher than the wood. You might wanna tone done some of the normal mapped details...especially on…
Well here is what I know. You can bake or as they say extract different texture in mudbox by using a low poly or the level 0 of your sculpt. It depends on the workflow if you have uvs for the level 0 of the sculpt and that the sculpting you did didn't changed the model drastically. If the changes you made on the model are…