Both, the trees all look the same, even if they'r not... less trees could solve the problem or placing an unique object like a bigger boulder or a dry well.. but the most important just add variance to those trees size... And the tunnel falls in the same category, too flat, missing dirt or something since this is a arid…
Maya render seems to suck at bringing out normal maps i'm not sure why and there may be a way to solve that issue but i know the basic settings just seem to fall apart with a normal map, what I do is view my model in high quality mode once the normal map is on and it should bring it out okay. Might be worth a try. But it…
As has been noted in other threads (IE: http://www.polycount.com/forum/showthread.php?t=81154) its better to understand the problem in the first place, than to do silly hacks like this. This "solves" the issue at the expense of making it look like a crappy lowpoly cylinder, certainly if our highpoly and lowpoly look…
I'm working on floating "ZBToolbar" for Zbrush. Made with C#, i'm still learning. So it's still slow going, but I would say I've definitely made progress! Still some problems to be solved else it's work great! :poly121: Does anyone here good with C# programming? I'm not looking for someone to do this for me, but could use…
Actually, I'm using GLSL in the viewport. They look 99% the same though. What appears to be a smoothing error is actually some geometry from the high poly object transferring down on the faces below it. I think I want to reshape the barrels a bit so there isn't any occluding geometry. I'll try the beveling on the rings and…
Thanks for the answers! :) I will get a higher quality shot as soon as possible, though I don't think there's a lot more to be seen than what's on the screenshot. Might it help to "snap" the vertices on the intersection onto each other? Right now the branch border is pushed kind of far into the trunk. Maybe if I would snap…
Okay so I've solved it. For anyone else having the issue, it was pretty simple, having less flat planes works wonders, also editing the sub surface textures to have much more brightness and saturation helps to reduce underside darkening. For the most part I just didn't realise how much of the issue was using a flat plane!…
OK. Try setting your graphics card to run with 3ds Max. Go to NVIDIA Control Panel. Manage 3D Settings. Program Settings. Add... 3ds Max exe. Turn on settings, and see if this helps. I can't recall which one, but one of the settings will force 3ds Max to use the Nvidia GPU instead of the weaker Intel GPU. Should solve your…
In the box example, even thought it doesn't really follow very well the sillhouette you could get away with a better result. I guess you're doing it cageless, right? If you are, increase your max frontal distance and max rear distance (actually, I guess that the rear distance for this example would solve but play with the…
You know, I really like how painterly the background is in this. It's loose and flowy and really surprisingly nice. Keep going at it. Yeah it's late but you don't seem to have the problem I have of needing to do the underpainting first and seems like you're solving the problems well as well as being fast. Keep going. Even…