Clay tubes to bulk up forms and standard + smooth per's way to refine and add tight details is how i sculpt, it's a pretty natural way to work. Normals look sweet, diffuse and, naturally, spec, needs work. Break up those highlights as much as possible.
Tried to improve the diffuse and specular, I think it looks nicer. Nowhere near what I'd call complete, but since this was mostly for testing sake, I think I'll leave it be and move on now. Of course, every time I say something like that, it ends up being untrue... :femme:
very cool! could you post a link to that model? ;) . and the tutorial? what alpha do you use for the clay brush? i played with it today and still need to figure out the "correct"(e.g. working) options. your diffuse-only is improving quickly! EDIT: found the model :D
Health tank models. Not quite finished, but close since I more or less have how I want them to look finished. Pushing to get some more advanced rendering techniques- at least those of Q3 era shaders- for models, but as-is the best I can do for these is a diffuse map. Should I get something more advanced, I'm aiming to get…
It'd probably be a good idea to show a picture of the seam problem and of the UVs. I imagine someone would be able to diagnose from that straight away. Have you tried grabbing the normals with xNormal? Any difference? For the diffuse and spec; you could reUV the problem area, and put the fix back into your original map.…
I'll look at putting him back together. Next paragraph is rambling about zbrush mostly, so most people should ignore it since I have half a clue what I'm talking about and less what I'm doing. The only problem is right now there are a few issues rendering the normals (there's a reason I keep showing him from that angle),…