Nice project, I think it's atmospheric :+1: Looking closer, here are some points that stood out to me: * Most notably, I think the tiling of surfaces is a bit too large, other sizes/proportions might benefit from some dialing in as well. What is the dimension of a wall tile currently? I would double check against some…
Hi! Nice model overall :+1: Looking closer, I think mainly the shading/ surface-describtion could be improved, as currently everything looks a bit evenly matte. For example some higher glossiness and subsurface scattering on skin and teeth. Skin could have some more pronounced color zones. Hair would benefit from some…
Quick update: So I finally finished the base and a main parts of the shuttle. I was primiarly focused on workflow for hard surface and recently found out the bevel shader and I much it helps combined with sculpts. I still need to go back and just do some adjustments, but it's getting there! Landing gear and some modular…
My atempt at explaing this. Forget about the normal map first and just consider the lowpoly mesh. For each pixel that is rendered on the screen a normal is calulated by averaging the normal of the polygon being rendered and the neighbouring polygons. You can google this to get examples of algorithms to calculate this. The…
Honestly the more I learn about hard surface modeling, industrial design, and how the world around us built in general the less impressed I become with Zbrush hard surfacing. The tools are very limited and down right awkward compared to other approaches for hard surfacing. The curves are a joke, especially the clip curves…
Woah, so many entries this month! Amazing to see everyone's takes on the concepts! Thank you! Great work! My only advice would be for the grunge. You have a fair bit of grunge in the concave sections of the light housing and underside, but this is juxtaposed by the rather clean flat and convex surfaces. Perhaps evening…
The Obol (Dafome Place) — Outside (WIP) A detailed study of the exterior of The Obol, the home/studio of the artist Dafome. This set of renders shows multiple angles, including top-down views and structural X-ray perspectives. Materials and textures are still in progress, highlighting the development of architectural…
Has this been implemented in blender yet, the advantage of this modifier in 3dsmax is that it tessellates the mesh suface uniformly, kinda like dynotopo but it does it all over the surface, very useful with objects that are not just flat planes for displacement maps.
A few times I have applied a simple surface bump to my high poly geometry, like a scratch tile, or a procedural dent map or a marble surface tile and been happy with the results, but unable to bake that material surface detail down to the low. I'm pretty sure max RTT can't do what I'm asking unless there is something I'm…