Only have Max here but I've managed to pass edges through like it says in the docs .. you need to make a selection set - in this case from subobjects (edges) then when exporting the fbx make sure you have the selection set option ticked. in designer add the object to your graph, enable As Subd button enter the selection…
Part 1, Taking a look at MAXScript. Most of these are super useful to environment artists but I'm sure character guys can use some of these too This is the first part of a series of posts where we will be taking a look at MAXScript. To kick things off we will look at what MAXScript does and what better way to appreciate…
Very nice, good to see you stuck with the project seeing the time-frame differences, it happens, i got things on back burner also. ;p I am currently working with metal and what i can see is from a distance the front of the ship looks great, close up it looks blurry specifically that front grey/gray? piece. See the nice…
You need a cage file to get better renders on cylinders. This would be something with the same topology as the low poly, but "inflated" to encapsulate both the high and low poly meshes. I wouldn't even auto-generate one in this case, make it by hand. It will also help to change the highpoly's bands to be slightly beveled.…
Thats a lot better already, the first person view is still a strange camera position tho Well try doing some edge wear with real contrast in your roughness. Your forms do not read well due to lack of material separation in your maps, your whole metal looks like you tiled a tiling metal texture all over your weapon. There…
The cover is definitely aluminium. The inner part however does look like it has plastic mold lines on the back so it must be plastic, but it looks so similar to the aluminium shell. Could you elaborate on what part of the material needs work? What seems off? I've been looking at this for too long so any fresh opinions…
@Bostvic It's all done with Substance generators and filters, mostly MG Dirt and Metal Edge Wear. I have added maps as fill layers, and levels, on top of some edge generators to break up the clear stripe around the edges when the settings are turned up. Rust is it's own layer, masked with a dirt generator (and Dripping…
some large shots would be nice. As far as I can see the model looks fine. Although I think your edges are too sharp. Things that work in concept (he uses sharp edges quiet often) don't always work in 3D. For the next time I would suggest to exagerate / round some of the edges. It will help to show the different details on…
Quack! your suggestion seemed to work if I don't completely incase the hi-res for the extruded pieces. Hi-res now has beveled edges and some half spheres to give more depth. Side view with cage on right Side view wireframe with "large" cage with extruded edges incased below is the normal map result I get with that. You can…