Thanks for sharing your workflow, I've found it very helpful, especially because I'm still a bit inexperienced when it comes to hardsurface modelling in ZBrush. I was wondering how you achieved those sharp edges with very smooth surfaces? I tried modelling a handgun recently, and I used the polish brush on some edges using…
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Recently I've been seeing some differing views from people in the AAA industry about using pre-made materials in your environment art portfolio. Some say it's okay because most AAA studios these days outsource materials and smaller assets anyway. But others say it's a deal breaker because it doesn't show you can make every…
Hello Human Beings, We are a small group of three trying to start off by making a time travel based game. In the game, the user have to complete levels using his/her time travel control ability of slowing time down, solving riddles, and more alike. A common example I'm giving is if you have a very long room with a door on…
Thank you for a detailed answer. The angle might look more natural with a camera without such a high focal length (under 100mm), and you're right about the HDRI/light setup. I think the fresnel falloff is what will make a huge difference in the reflections, because they are currently too sharp and fake because everything…
Painter splits objects up by material so any exported objects that share a material will be baked to the same texture. There's no need to combine meshes etc. for any of this - you can unwrap multiple objects together in Maya
so here's what i think about this plugin: the plugin itself is very good, but the purpose of creasing in the workplace is questionable. if you've used maya or modo before, you've probably already used semi-sharp creasing. turbosmooth pro quite simply adds this functionality. the plugin interface will be familiar to anyone…
Very nice work! Only thing I would crit is I notice on your hardsurface stuff very sharp edges on everything. There really isn't the kind of subtle bevel in your highpoly that I would expect from real world materials. I think this especially hurts when baking, because normals always come out better with even more…