looks like you could have two materials applied. i see different surface qualities on the gray areas that look different in the checkered area make sure you don't have a selection while applying a material it also looks like a mesh that has a fucked unwrap lets see that unwrap good luck there
You're really gonna need to provide more info to get useful responses thingy. Organic modeling sure. But what surface type? Polys, subD's, Nurbs? High res modeling? Realtime modeling? There are tons of good tutorials out there (btw animatr, that head model is awful!) so it might help you to be a bit more specific.
So then you use splines to create each cross section? I guess with your method you avoid the Surface Tools unpleasantness of all those connecting splines, and you avoid the whole tri/quad-sided patch limitation... I'm curious if you're finding yours to be faster/easier than the Silo/Modo approach.
It depends on your skillet and what the final project will look like. In my opinion doing the hard surface sketch and then retopo is slower than just modeling a block out and doing the sub-d work from scratch. It all depends on how good you are at sub-d modeling and how quick with retopo workflows you are.
Cheers and there just default object colours, nothing specific. Will make proper texture and material when finished. And I have changed no settings in the render options apart from the Catmull-Rom Filter, oh and made the surface of the objects a bit shiny and added one or two lights with no settings changed I don't think…
i had modeled some attachments, but had to take them out for now to keep the count around 800. I basically need some pointers for how I should go about creating the spec map for metal surfaces. Its still very much WIP, but I've had to move on to other projects for now.
We were messing around with some materials that stepped the UVs to make blocky surfaces and saw the exact same thing. It's caused by the mipmap algorithm spotting that the UVs jump a long way at the border and using a lower mipmap level on it. I don't think there's a huge amount you can do other than hard splitting the…
I think you need to add another layer of grunge to the canal wall or replace the current one. You have a kind of dripped effect that doesn't match well with the surface of the water very well. It really looks like it's missing horizontal marks that compliment the waterlevel. e.g.…
it would mean to create a smoothing group per every large flat surface, this would remedy the larger gradients but will introduce glitches at the edges if you don't also split the UVs and move them apart slightly along the hard edges. read more about that here:…
In the case of a cylinder, which should end up with the base of the normalmap surface being completely flat, you only need one pixel row for the smudge to give you a proper result. But as I said, you have to know when it works and when it don't, and how normalmaps work in general :) one great tool in a huge toolbox.