A gloss map defines the size of the specular highlight per pixel also called specular power, where as a a typical specular map defines the intensity per pixel meaning it represents the amount of light reflected.
Hey All, Im a Student at VFS and currently we are doing a modeling assignment in which we need to use zbrush to model a comic book Villain, this is my first full model and could use some constructive criticism on how to create a much more defined model, what i have right now is just a basic proxy, Please let me know if…
I thought I'd change it up having it for so many years but having had the critic I'm definately going back to the traditional thumbnail look. This is definately something I needed. Many thanks chaps. :)
Definately loving this. This is so awesome lol. I am going to be doing a celtic warrior shrine and this is great inspirations haha. I'm loving the sword as well. Definately going to keep following this thread keep it up!
Ah well meshsmooth reminds me of a simple turbo smooth if that makes sense. In 3ds Max you actually set smoothing groups to define the way that parts of geo are defined. So, a box would have at minimum 3 smoothing groups to define the different surfaces. IF it was all 1 smoothing group the program would try to make it look…