There's also a mask by polygroups feature. Mask the area>ctrl+w to convert mask to polygroup>set mask by PG to 100. And there's a dedicated Move Topological brush.
Well, this is just the opinion of a guy on the internet, but of course that's something you can learn, especially considering the general design sensibility many of your other works demonstrate. However, that's for the future. Your current portfolio does suggest a prop/material-focused role if you ask me.
Hi everyone, I´ve been lurking on Polycount for a while and after getting sufficient practise modeling and some experience with the UDK I think I´ve worked up the confidence to do my first portfolio scene. I´ve photocopied unused concept art for Mass Effect 1 from the artbook. Also made a mockup scene to test out the…
Wow dunno how I missed this, glad you sent the PM. Lookin solid so far, I'm surprised you didn't change much of the armor. Especially around the knee area cause I pretty much bs'd those shapes LOL Main thing that sticks out to me isthat I think you overdid the mask, especially around the neck area I'd planned for the mask…
Its a mix of claytubes/masking for making forms, Orbs cracks brush (a must have brush!) for doing small wrinkles and accenting edges (sometimes you can get away with just using orbs cracks and a bit of smoothing) and masses of Hpolish for finishing it off, also split things like knots into separate subtools @Fnitrox: great…
@c22dunbar - haha yeah bite marks, I thought about it. I'll look into sketchfab. For the spec I masked a bunch of levels layers for each different material and dragged the sliders around, so you're probably right if everything in my diffuse is the same material. Or maybe I underestimate the engine and I'm wrong... Either…
Weekly Progress Update This week, I focused mainly on locking down the main building and pushing my material workflow a bit further. At the current camera distance, I don’t feel the building needs much more surface detail. If I do decide to push it further later on, I’ll most likely rely on decals rather than increasing…
Hey everyone, I’m getting back into 3D modeling after a long break. The last time I touched modeling was in a college elective years ago, and I used Maya back then. Now I see so many people using Blender. I’d like to ask: should I switch to Blender for my current projects? What are the main advantages of Blender compared…
First of all, congratulations on finishing the scene! In my mind that is the biggest challenge of all. It does feel like a dungeon right out of Skyrim. A couple of things I feel you could do to improve your scene would be: - Make a triplanar material/shader, it would solve your tiling issue on the walls without having to…
1 through 4 (and 5 to a large extent) can be a single step, it just depends on what kinds of materials you're working on. You may have already seen in the tutorials, that layering regular or smart materials and simply painting masks or using smart masks is a very common technique, particularly for edge wear. Working this…