This is incredible work guys! The Divison is one of my favorites in terms of visual consistency and image quality. I would've guessed that these details were material-layer blended using vertex colors applied only to the bevel. Basically an inner edge that is vertex painted and guarded by the actual non painted bevel…
@Pixelatedkiwi Ah right! Yeah I tend to use a square brush, even one with wet edges on, which I use to do color variations and stuff, adds a bit of sharpness to the edges (I noticed that in faf's textures). @AntonioNeves Yeah man totally, wanna see another project of yours!
Edges look to sharp. Will try champering again at 0.2 but i think i will get these small triangles again.Could use some tips on that. I guess i have to figure out whats wrong with the top of the right windsheild.I have to cut a edge in there i think but that hasnt been going to well.
one thing to watch out for with ActorX for maya - if you choose the 'model name as file name' it will use the SHAPE node, not the object. If you check the 'obey edges' box, all of your edge settings should carry over ok, at least, i havent had any problems with it doing so.
The white scratching/paint worn off is a bit too thick and consistent and uniform around that edge. There should be a couple spots where the paint isn't completely worn off and it connects through to both sides. Gas pumps don't get thrown around so there's no reason for the edge to be scratched up that badly.
That's probably close to how I'd do mine... I probably wouldn't use a hemisphere though, I'd just use more flat plane sprites, because that way you wouldn't get any hard polygonal edge angles showing up, it'd all be smooth alpha-blended edges.
MaD, You can either accomplish smoother edges via baking a high poly with rounded corners or bevel. Since they are rooftops, it may be wise choice to just bake in smooth edges. For increased detail on corners such as stairs, lower trims, etc You could use a combination of both, it's quite effective.
The shader you're using seems a tad... matte. Crank up the specular intensity and sharpness, and dont forget to use a spec map. And it might do you good to harden the edge loops around the edge of the metal base to get the same looking kind of bevel. Aside from that, wireframe shots are always useful for feedback...
Looking pretty good Dismembered. I think you did indeed go a little/a lottle overboard with the wear and tear.. not every edge is going to be worn down and have paint chipped off. Maybe.. like 1 small spot.. but defiantly not the whole edge. Same goes for the paint as well. Not a bad start though.
Try using the crease tool located in edit mesh i believe. It should keep those edges hard in zbrush when u subdivide Edit: To be more specific, select the edges u want hard, click the crease tool then hold middle mouse and drag to increase the crease. Let go and its done