I feel like the scale is off - either the vats are too small, or the rest is too big - tiles on every structural surface create alot of noise, break it up by introducing some non-pattern smoother surfaces
If you look at the filters used to create the Hard Surface preset, it looks specifically in the allegorithmic/textures/hard surface folder in the shelf. If you moved these assets to a custom shelf, you'll need to create a new shelf preset for it.
I prefer the bamboo. Other than not being able to configure the buttons differently for each app you use it has a nicer feel to the surface. is more like drawing on paper than sliding over an oily surface.
That looks a bit more like a natural stone surface or marble than concrete, I think. Seems to be the large-scale bumps and general smoothness in the surface that are doing that. Concrete would probably be chunkier and grainier near the edges.
So would you suggest I duplicate this surface (push it out a bit too) and make it a see through yet highly reflective surface? I'll give that a go, I'll post the results when I do.
Yes, they're very much different topological meshes: one is a dynamically tessellating surface comprised of quads, triangles, and many, many poles; the other is a quaded surface with poles placed at edgeloops junctions to control edgeflow direction.
if it's a projected decal there's not much you can do except spawn it as close as possible to the surface you want it to project on to. it's possible to prevent decals casting on specific materials by setting a material property. That's probably your best option if you need something quick The only way to get a decal to…
You need low poly model for video games . As well as for animation too . The one hi res surface could be baked as normal map or displacement . It's not only games related actually . Nobody animates anything made of millions of polys . You can use any retopology tool if you don't like Zremesher. Blender,3d max or MAya too…
Hi, when we speak about production ready models, what is better to use for 3d modeling of hard surface/props/weapons, maya, or max ? In other words, is it fine if i continue using 3ds max bcz i already use it for several years.
Hi everyone, I just finished working on a hard surface design pracitce. it's a futuristic powertool to melt/fuse metals. Hope you guys like it. it was made in 3dsmax using 99% subdivs and smol amount of booleans. let me know what you think.