Yep, SSD = amazing, it makes so much more of an impact vs any other upgrade that I've done over the last few years. I don't understand how people can drop $300-400 on a new video card and still stay with platter drives. Although max and maya are starting to lean on video cards more and more so they are really important,…
Hello PC. I started a hard surface reference tumblr - essentially a collection of hard surface imagery in the form of collages and typologies - to serve as a starting point for further reference gathering and idea generation. http://hardsurface.tumblr.com/ Thought I'd share with the community, cheers!
I'm curious who here actually uses Zbrush for hard surfaces. Some of the new features recently added in 3.5 make it much easier to create hard surfaces from scratch, but I don't see too many people using this work flow.
Hello. I'm having hard times with hard surface modelling. At the picture, thick edges need to be preserved when smoothing, so I added extra loops. The problem is that I don't know how to resolve the upper intersection neatly. Currently there is a little pinching. Any ideas?
Is there a proper normal map blending for "detailed" second normal map that could preserve rounded look oh hard/split edges . It's "overlay" blending in Blender for example . It looks even worse in game. Detailed normal map reveals the hard edge seam instantly. I use same tangent space /UV island orientation in both normal…
Hello everyone!! This week I’ve been finishing the high-poly model. I then moved on to retopologising the organic parts, whilst leaving the hard-surface parts at mid-poly. I also created the UVs, settling on 6 UVs in the end. And I’ve carried out the first bake tests. I hope you like it!
Hi, so I try modeling the pieces for tabletop sim. The board game is called quadular and there is not a bord existed in the workshop. So why not try make it my own. Well I use 3ds max to model the pieces low poly. I even applied smoothing groups. But after exporting to .obj, all the polygons are smooth instead of hard.…
Trying to bake lightmaps in Blender, but Cycles gives me these weird hard edges in seemingly random locations: There are no hard edges there, and there are no uv seams in those places either. Any idea what could be causing this?
Hello :) I swear I've worked with an engine that has this capability in the past and I am hoping you folks can help me find out the name of this technique, so I can read up on it. Have you ever seen or worked with tech that could control edge softness right in the engine? So if I have a hard edge in Max on export (each…