Metal is defined by how reflective it is. The M4A1 has an oily metal sheen to it. Right now, your spec and diffuse combo is creating a very stonelike rendering. I highly suggest that you remove your diffuse map out of the equation right now, and focus on your spec to start. It looks to be to low contrast and to low of a…
• Be specific in your reference photos and blueprints. Try to collect images of the exact same tricycle or at least the same make, model, year. Ebay can be a good source for this. • Use separate objects where separate pieces are used in the real world construction of the subject. • Topology only matters to the degree…
Why didn't you just make the normals inside ZBrush? Also, if you are using xNormal instead, you need to have proper smoothing groups set up for the normals to bake properly. You should read this thread by EarthQuake. It's pretty comprehensive and should answer a lot of your questions. If you're using ZBrush, it seems to…
cheers ;) However, You have a strange straight dark line on your pool's ledge. I don't see anythnig similar on your high poly, so if you baked your normal with differents smoothing groups on your lowest model, ensure you break the UV by smoothnig groups. This method avoid dark lines as you have. Another option is to…
I think you need another layer of highlight on your model. At the moment it's looking a bit matte. I think the saturation/brightness layer you've put on your model is too weak. You should exaggurate it more, look at the goblin pics I've linked in my last post. The sword paintover gilesruscoe is the values you should go…
I've been doing a fair bit of this myself recently. Firstly make sure you've set the subdivision of the unified skin to a high enough level to hold the detail. Also, on creation of the skin switch smoothing to 1 so it conforms to the highpoly more closely. After that, a combo of project all followed by smoothing out any…
You've never had those darn pitch black wavy shading errors on your meshes that show in the viewport and the render. I am working on a model now and am having this issue. Sometimes you can just apply a smooth modifier and just collapse it and they go away. Right now this is not working even after playing with smoothing…
Can't say enough thanks for this tut, I started out with modelling almost a year ago and I hadn't a clue what on earth Smoothing Groups and Cages were all about until I saw this tut just now. Previously I would just apply a Smooth modifier and pump it up til everything turned to mush. This shotgun is genuinely the first…
for symmetry you could always go to Edit>Duplicate Special Options, and dup half your model in the axis you need, and continue your work on one half and have it update in real time on the other (similar to zbrush's "x" symmetry hotkey) but im not a user of max so maybe its modifier does something completely different, if…
I regularly use Blender, Max, and Maya. Between the two I'd say Maya is the most similar to blender. Radial menu is close to the Blender spacebar popups. Like blender, Maya also has a very customizable spaceship-like interface. Maya also does edge based smoothing ( Soft/Hard edges ) like blenders Sharp/Clear edges, while…