Your cylinders all seem to have the same number of sides, regardless of their size. Thus, the base and the outer cylinder appear blocky, while the inner part has too many. 20 or 24 sides would probably work well for the outer cylinder, but the base might need as many as 32. The inner cylinder seems to contain a healthy…
NS-288 Radio Model - Substance Designer Procedural Material My dad gave me a radio as a gift. I couldn’t find detailed information about the radio. It was mentioned that it was made by Güneş Elektronik. I liked this real radio model, and I wanted to create a procedural material in Substance Designer. I added nodes for the…
Your particles are too big. Up close they're getting squished by the max particle size limit. Change the "max particle size" to 10 or something and you'll see them being massive. It's also why you won't currently be seeing any randomness in the size of the particle because they're all pushed up hard against a small size…
It might be worth note that in Maya all cameras have a real position in 3D space, even the orthographic TOP, SIDE and FRONT cameras. Sometimes when your scene gets really bit or a glitch in focus command the position of orthographic cameras can go way way too far or stay inside geometry. In those situations you see similar…
My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
You have got some really nice sculpts there Fuse! At the moment each of pages are looking pretty plane. It might be worth putting the name of the sculpts as a title rather than the page name itself. Also it might be worth adding some borders to the sides to give a bit of subtle colour variation and help draw the attention…
I think it is starting to look good specially the categories on the left hand side. If any changes that can be made would be in the choice of colors. At the moment it looks a little flat. Just my 2 cents!
giles' got a pretty good method there. Going to be hard to do it much lower poly. One way to decrease a lot of polys is to bake the texture down from that model. Then add a 2 tri face to each side (that's the same exact size of the blade) and apply the baked tex with alpha to the planes. Then delete all the faces on the…
Try to add some details to the post Dents from bubbles during production Side seam Connections look a bit flimsy. I would add dead insects. Usually there are a lot of them. Move dirt to the lowest part. Raindrops hit sides more often and with higher energy. Also drops lose their velocity as they go down the spherical…
Hey guys, I was wondering, when creating a texture map for a 3d asset it is more beneficial to start your texture map at a very large size and then downsize it later on in the pipeline when your ready to bring the asset into the game engine? For example say I was modeling a barrel and started my texture map size at…