I'm one of those guys - never use XNormal for any hard-surface work, and that's a shame. Both because of what EQ says and because I've had the "Use Imported" smoothing settings ignored one too many times (a bug that may or may not be fixed by now). If it was as lovely to use when it comes to hard-surface stuff as it is…
Soft surface normals give you a false idea of your objects surface, raytraced shadows will take the "real" surface shape into account. So you are right when you think "not enough geometry " some renderers have a shadow terminator option to deal with low poly geometry and minimise problems. Not mental Ray I am afraid. But…
Right, I need help, guys. I've been trying so many different surfaces for the walkable area of the bridge, and none of them have worked. Traditionally the surface would be some form or brick or cobble, but the times I've tried to add them it makes the image too high frequency (see above). Dirt doesn't seem to suit it…
I haven't tried either of those out yet. It looks like it might be what I need. Yeah I'm looking to shrink wrap a surface around another surface. It's for hard surface modeling though so I don't want it to relax the edges when wrapping. I only want it to scale/push the verts inwards (in their Normal directions) and stop…
What's this magic hard surface button you speak of? :) I'm curious if you're doing complex hard surface sculpts or just roughing some blocky shapes out. I prefer 3dcoat for texture painting and retopo, but zbrush for sculpting. I don't like the feel of 3d coat's voxel brushes as much, and surface mode doesn't have real…
Well, I have dogs. Two of them. Needy chihuahuas. @Ashervisalis You gave US some good advice. I couldn't make up my mind because I was pursuing both hard surface mech modeling and stylized character modeling. Now I decided to concentrate on hard surface stuff first, with Modo and Zbrush. But the main drawback is the…
Hi Spark. I guess what I mentioned under "edit2" will work for now. Seems odd I'd have to purposely invert the normals on the target mesh so the outer cage projects properly, but whatever I guess. My new question has to do with moving the cage points along the surface...they don't exactly STICK to the surface when moved…
I'll grab some insight from this pic of an aussie outback classic "Bull/Buffalo Catcher" for use on my own Mad Max/Dystopian design - lol might even add some sort of trailer too. My entry is just a thanks of gratitude, to all those hard surface artists that inspired me over the years with kickass art so many cheers. Aside…
As mentioned, research the subd hard surface stickies linked top of this board, where there's a ton of 'howto's' but more importantly the 'why' in terms of excepted/best practices. At a glance you've a few redundant edges that are not needed too support this object's overall silhouette and typically a grid layout isn't the…
Thanks peeps, yeah Maya LT Quad draw is pretty good, but the one major annoyance I have with it is when verts go beneath the surface (same with 3DCoat) it's a real pain in the ass to have to jump out of quad draw and manually snap them back to the live surface. This and the fact that there's no offset from the surface…