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:
Hi, On my model, I apply chamfer to the edges to soften it. In the upper part of the chamfer, the vertexes remain idle. When I connect the idle vertexes to another vertex, the surface is distorted as in the picture. This problem occurs not only in this model but also in many other models when I apply the same method. How…
Hello! I’m Joaquín, a 3D Artist with 8 years of experience working in the game industry. I specialize in environment and prop creation. I’ve primarily worked in realistic Sci-Fi Unity games but i've also been employed for stylized/lowpoly work. I am available and looking for remote work. I’m open to work in part-time,…
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.
I'm working on an interior scene to play with some DX11 features. I'm running into a problem where surfaces that are parallel to the reflection source have a strange radial specular reflection pattern. The reflection source is on the left. Surfaces perpendicular to the source look fine. Surfaces parallel to the source are…
Alright I have another question regarding the curve mode function of insert brushes. Is there a way to draw out a curve straight out of a surface? Kinda in the direction of the surface normals? Because currently it just draws it along the surface and that's hella annoying! Here's a picture showing what I mean:
I need to find a fast, automatic method for combining 2 polygon surfaces. The idea would be similar to a Boolean, but on more of a 2D scale. Please take a look at the image "quad-transition1.jpg". The highlighted ring is a quad strip drawn with the new modeling toolkit. I want to combine this with the surrounding surface,…