Greetings Everyone! I would like to share my latest concept i made for the Metropia 2042 ArtStation Challenge - vehicle category. You can check out full progress in the AS challenge thread HERE. Fully autonomus luxury mean of transport. Designed for long travels with fast speeds. * Software: 3ds Max (Modeling), Moi…
Like any software can export FBX as far as modeling and UVs go.. so I guess it comes down to the animation tools. I personaly use MAX as a modeler, ultimately comfortable in it for every task I even prefer to hard-surface in Max to anything else...
"Finished" with the plant container, appreciate any feedback. I ended up changing the design a bit and some areas are still rough. For re binding the surface deform modifier of multiple objects, with some trial and error, I ended up with a simple script to operate on the surface deform modifier of all selected objects -…
sometimes its fine. but usually if you want to get those little details like dirt, scratches, any kind of small surface detail you need to use a spec to break up the hightlights. If you don't use a spec you can put noise in your normal map, but that sometimes looks horrible, like the dirt is actually a huge blob of wax or…
One thing I have taken out of feedback as my time as a lighting artist, is people will say that a scene feels warm when there is color's resembling sunlight. Example: When a surface becomes brighter, you see less saturation in that surface as more light is reflected and less absorbed, think of a matte paint compared to a…
Hello, great start on your vehicle, first of all, I won't recommend using the smooth tool because when modeling a vehicle you are going for a specific surface shape and the smooth tool is quite random when it comes to the way it smooths, it does smooth your surface but it will make it lose its volume, in order to get a…
You're diffuse is fine it's your normal map and spec map that are really hurting you. You're normal map is too noisy in areas where it shouldn't and your normal map will influence the lighting of your surface and with it being noisy it hurts the reflectivity. so smooth out the normal map so that you are only getting…
its great to see some serious movement again in surface research. i think most of the large players have become complacent with subdiv surfaces because "it works" in off line renderes. but there are shortcomings in other domains. while its great to see feature adaptive real time rendering with displacement that is not the…
Your mesh looks pretty good for what it is, maybe a little bit of cleanup in some areas where edges don't contribute to the silhouette. If you're going for realistic textures, you might want to look into PBR. It's quickly becoming a standard for modern games. PBR In Practice - Marmoset.co PBR Guide - Allegorithmic The big…
I was under the impression that you had a variable filesize based on the contents of lets say DDS. In that case as you said, you'd get less artifacts the more flat areas you have. If it's constant file size wont differ yeah. "Harder to overlay details on" was a clumsy way to put it. For one thing you don't have to bother…