I have a large round coin like object and it has extrusions on surface that are concentric with that coin surface but after using dynamesh i get small ripples in the surface. when i use the regualar smoothing tool with radial symetry turned on and the max number increased for the symetryit produces results in dont like. is…
I agree with Perna, if you're doing this to learn I think you bit off more than you could chew and you should start out on something other than a gun, they can be incredibly complex and require a high degree of skill to do. A simple handgun takes a lot of skill to model and Per is right you don't just stumble onto "talent"…
You can also join the hard surface challenge for more learning! or the modeling dem hard surfaces sticky at the top! I notice that there is still surface pinching on the right side one (Though it might not be notable). Intelligent breaking down of those edges can also help...
Dross: Not sure what you tried to paint. But it looks like an very shinny and creased green surface. Maybe plastic with some bubbles on the surface. :) If you wanted to make a reflective surface, I would suggest trying to get some reference and make those reflections less randon.
And here: https://www.youtube.com/watch?v=Sd61WIcvGg4&list=PLGqVmXAMVB66geyCdgjuN-jhCMR8YwLi0&index=1 Might also perhaps browse Chamferzone for hard surface inspiration, maybe try tackling his small stuff first to build familiarity.
miauu's Modifiers Presets allows you to create presets for almost all modifiers available in 3ds Max. The UI of the tool is embedded into the modifiers' UI. You can create as many presets as you want. Each preset can have its own custom notes(comments). The presets can be used across multiple instances of 3ds Max. Some…
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…
MoP: It's the depth of the vector, not the surface. The vector always has length 1 since the lighting algorithm expects a normalized vector. It gets darker the more the bumpmap normal deviates from the surface normal. Two parallel surfaces will have the same blue value no matter what their difference in depth is.
Good stuff dude. I'd recommend breaking up the smooth surfaces (like the wheels and cannon) by adding a few bumps'n'dents... kinda like the metal-rings on the barrel. It doesn't make sense that the texture conveys such a worn-off surface but the actual surface (conveyed by the highlight) remains perfectly smooth.
Pior: I think that a gloss map is much better than an overall value, in my experience. When you're dealing with complex surfaces I just don't see how you could make nice contrasting highlights and believable surface information with a single value over a whole surface.