Random looking speed-model from a new faster process I started using for making hard surface stuff in Blender: (this topic should have more hard surface stuff) And a sculpt:
Hey pumbaa, they were placed using the smart duplicate script from ticket01. Basically it allows you to project them onto the geometry using splines as guides and an underlaying surface as the control surface.
Some things that game engines barely or don't even consider: Motion Blur Subdivision surfaces Displacement Fur and Hair Post-processing Sub-surface scattering Volumetrics Efficient memory usage
thanks folks ^^ ripper351 - for the sweater surface I used surface noise in Zbrush with a custom alpha in UV mode. Also I made UVs in UV Master plugin in ZBrush for this piece of mesh.
If a metal surface is covered in paint, it's no longer a metal and should be treated as a non metal surface, same thing with rust and other materials on top of metal. An exception to that would be metallic paint, but that's not very common.
love the textures :D , a suggestion though and it could be just me but some of the harder surfaces (cannon, well/pots) could use more crease or a hpolish to give it more hard surface definition
Yes, intersecting is ideal. Think of the low poly as an average of the high poly surface- you're setting each poly up to capture the highest and lowest points of the surface it covers more or less equally.
that was quite easy in claytools you could just create a spline onto the surface and use that to chamfer the edges, as you felt the surface it was reaaaly easy to apply the splines where you wanted them
I'm looking for a way to break a gradient into a variable number of steps. The effect I'm going for is a shale like flaky rock surface. Right now I'm using a curve but that's less than elegant workflow-wise. I'd like to be able to use a dynamic gradient and have the steps controlled by a stepped gradient that can be…
hello I need help creating a material in Maya/mental ray I have to create a material that add to the alpha the whole surface (even if there is other surface below), is for a 2d game where a character appears trough a hole any ideas? thanks