Make sure your specular color map is all shades of blue, regardless of what's in the diffuse. Because the sky is blue. You don't have to retopo in zbrush. You can just make a unified skin and project the details. It's just as good because unified skins are all quads, and that's all that matters. If you're a student working…
Third time's the charm, I guess...? :( Anyway, skipped the lights for this update. Had some problems with them lighting up the entire model instead of just the shader. Oh well. I deleted the L-shape, added some new stuff on the barrel (I think it's called)... Now I have big flat shape I have to do something about.…
I've changed a few proportions and missing objects and the shapes of a few objects (the picatinny rails), the right side of the gun is still far from finished while the left is still missing quite a few things. I was wondering if someone remembered the racer 445 trick to make turbosmoothed text inside MAX? Thanks for the…
Or just trying bringing the divisions down 2 or more levels inside of zbrush and exporting it into max and then using the SMOOTH MODIFIER, to smooth it out after converting it to EDITABLE POLY. Then maybe applying a turbo smooth or something to the model. Someone told me to actually make the model into a display box, which…
let me be brutally honest. i find it annoying that you keep emphasizing "LoM Chaos" as your name. It sounds very online game tag-ish with a clan tag. sounds very immature to be honest. why not just use your real name ? LoM Chaos is not even consistent with your website name prefix (which is ChaisV49). another thing, you…
1) Yes, that's fine. The modeling is simple and clean, and conveys the rounded shapes nicely. A "high poly" model doesn't always need to actually have a lot of polygons, it's the visual result that matters. 2) Multiple objects is fine and it's a common way to add small details like screw heads or things we don't want to…
@dissonance Thanks a lot! Glad you like it:) First image I got no comeback for, will get on that asap:) On the second image I have used "floaters" (the green circle). that's why it might look a little weird on the wireframe. I chose to do it that way since I'm going to bake the whole thing to a lowpoly later and it would…
in production, unless you are leading the character department. the chances are hight that you will not touch the basemesh. A ton of characters will have to be based on this one, it is a crucial part in production and makes a lot of things easier. If everybody had their own basemesh, good luck transferring the lowpoly to…
cheez - thanks! Theonewhoknocks - btw, great name. I can't get enough Breaking Bad ;) The dots are just done in Max. Just simple floaters along the grip, with a bend modifier thrown on top. Still getting used to Substance Painter, literally have 28 days left on the trial, but it looks like there was a wire frame mode in…
Not a very successful bake. Loads of artifacts I will thicken the metal straps on the high res and soften the edges all over tomorrow morning. I also need to fill in the UV sheet more efficiently hopefully the next bake will be better once I have made those changes. As for the floaters casting shadows I can either paint…