Cool stuff, though that storm drain example was pretty bad - you can see similar artifacting on the desk example at the beginning of the video. I'd definitely like to see some higher-definition videos, maybe focusing on some more complex objects like multiple wires and cables shot against a sunset or something a little…
Maybe something here? https://www.scriptspot.com/3ds-max/scripts/tags/material?page=0 For example, maybe this one (haven't tried it, but maybe helps speed up the merging process) https://www.scriptspot.com/3ds-max/scripts/content-browser
It's possible to embed your Sketchfab model on Polycount. There are two ways to show your model: 1. Thumbnail style Copy the raw Sketchfab page address For example: https://sketchfab.com/3d-models/yor-095073f950d64605b2d99592193ec6f0 Paste it here on Polycount Press the Enter key Post This will give a thumbnail embed with…
I'm new to this wonderful piece of software and I've had a lot of fun making various substances so far. But I seem quite stumped by wood, of all things. I keep running into trouble making a good vein pattern that looks half-decent even while tiled. Have a look at the example here. I could totally use some help to…
So, I work a lot with objects that are mirrored on the X axis in order to save texture space. But my meshes have this very visible seam along the center. See example: https://i.imgur.com/OZRgIqfg.jpg In this example, the mesh has a visible seam already and I haven't even baked yet. So, I've tried using custom vertex…
@Boosted24v There's a lot of factors at play here but the majority of the issues with the model are related to inaccurate or incomplete shape geometry and noncontinuous / non-coplanar topology. When it comes to the actual modeling process the issue is more of what's being hidden by the n-gons rather than the n-gons…
Hey Equil, I just wanted to try and shed some light on some of the questions people have regarding the technique and the issues you've raised. First of all you are correct that this will not work well on examples such as these where the base lighting on the object doesn't look good. In other words the normals on the lo-res…
PREPRODUCTION I started off by gathering as much reference as I could, trying to recognize patterns on the temple pieces that could make modularity easier, even if there are going to be destroyed versions of these assets. Decided how I would break the different pieces for an efficient workflow that allowed me to have…
This is great! I would love to see those bright white headlights casting more light onto the barrel. If they're that large and bright, they should be lighting it up more? An example https://www.thisiscolossal.com/wp-content/uploads/2017/10/vend-7.jpg It might also help to reduce the exposure on the white areas so we can…