Here is what typical topology for a race track looks like: If you have a specific terrain topology in mind, start with a rough out of the terrain. Then draw a spline on top for your track layout. Loft the spline and use the loft settings to control things like banking (if you feel it is necessary). Then it is just a matter…
Thankss1dK ! I'm using maya! Yep sub-d modeling, pretty basic stuff, I'm not reinventing the wheel at all :D For the holes etc inside round surface, I just need to have enough loops on the model before booleans or cuts. And support edges wide enough. Ex : A 4 sides cylinders into a curved surface will have a harder time…
What sort of errors are you running into that you have to delete that many subdivisions on your mesh? Personally I just use the double subdivision surface technique in Blender where you can easily preview the limit surface after some creasing. Remove the second subsurf and export to Zbrush, rebuild subdivisions and…
I'd really like to see something actually moving toward finished...Everything you've shown has been intended as hard surface but has been exceedingly...squishy. I think the concept process is neat and you've got some cool shapes coming out of it...but they just don't work as hard surfaced objects. You're going to have to…
I personally always unwrap my base meshes before sculpting, just in case. Zbrush has some handy plug-ins (UVMaster) that can make unwrapping a high poly model less painless. You really don't need to worry about the UV's matching up on the high and the low poly, in the end you will be projecting the surface of the high poly…
It's less visible on a surface that's already dark like in your example but if you do it on a rather bright surface, you'll see a darker outline on a smooth transition from non metal to metal: The diffuse is getting darker on those edges and the reflectivity is getting brighter, so you end up with the same issue as when…
rogelio - Thanks! Glad you like the subtle details :-). mantragora - Thats a great point. Love how in SD u can throw nodes around and see what happens. A bunch of stuff in this update. - Surface flakes tweaked and pushed further for more depth variation and thick to thin look. - Noise added in grout. - Tweaked spec and…
We could have. Generating the height in Designer is just faster and automatically updates anytime we rebake or tweak the normal. You'll find that with organic/high frequency surfaces, the height generated by the filter in SD is very close to what you would have baked and the quality is good enough for this asset that…
The previous comment touched on this but you should have more destruction along edges and corners, this is especially prominent on the bottom part, where there are more scratches on the flat surface than the corners. In real life, since these stick out, they are more likely to get bumped and scratched than the flat…
Hey man, this is great! Nice clean material definitions, good composition. I think in this instance having a blank reflective surface underneath it is somewhat harmful, i might try putting it on a wood surface or something instead. I know the focus is supposed to be on the clock, but the render looks kind of... empty?…