I'm trying to build a system with which I can have any sort of geometry (mostly planes) the edges of which fade off into full transparency. Right now I'm simply using a black to white vertical ramp and mapping the corresponding faces to it white using a different shader on the 'path'. This has a few obvious issues: a) lots…
Hello! Along the way within personal modelling adventures I have come to love the "Create Shape From Selection" Tool within 3DS Max. It is very handy to create spline shapes and convert them to editable poly versions. However one annoying feature within the program is that it creates 1 or 2 edge loops on one particular…
I've got some problems in maya ever since I got a new pc. They're driving me crazy. My symptoms: -Vert snapping is hella slow. If the scene's heavy, it takes 30sec-1min to respond. I'm having to curve snap everything. -Face and edge selection is buggy. Sometimes it behaves like camera based selection is on. (When it's…
Hey, cool! I think shading on some of the pots could be tighter. You could use additional geometry to control shading or/and face weight the normals, or set hard edges + map UVs to trims. Some of the frames also appear to still have shading gradients. I think you can push the fidelity of the edge/frame/trims/skirt meshes…
Hi PolyCount. I am coming to the end of an Environment project and I'm looking to save time on my workflow with some of my assets. I found myself asking the question today whether it is always necessary to have a high poly sub d model to bake down to a low poly model even if its just to achieve a smoother look and more…
If you need to free up polys for other areas, you could try redesigning some of the props. Like a square table instead of a round one, or square flower pots. You might even be able to remove a few edges here and there from the tree or glassware depending on how close you plan to get to them with the camera. You could…
You know what might spice-up the textures a bit? Some decal details. (like this guy does: https://youtu.be/tvo5QcMs4uc ) More detail in general would be nice. Everything is a bit on the blocky side. Speaking of which, beveled edges would look great in an environment like this. I know you are required to keep things pretty…
If you look at some models from some 3D model market place.. then you can see there are some very convincing ones with mostly only the nobs modeled as real geommetry and the rest is only "some simple boxes" if you choose that style which is mostly rectangular (or have only simple beveled/chamfered edges) then you can even…
To me it looks like those border edges are treated as hard by default, or the cage goes over the edge. Does it display some artifacts on the mesh itself? If that is a problem, I'd personally extrude one more loop from those for baking purposes only, and remove it once everything is baked properly. It's generally a bad idea…
+1 to EQ's color assignments for masking in photoshop. As far as the reason I start with a mid-poly first, it really is just personal preference. I know some people who make their entire High Poly mesh first and then go back and build their low-poly over top of it. A long time ago I used to do as you described, create a…