sure you dont just have a double extrusion/ zero surface area triangel there ... stuff like this can also come from that horrible "cut" tool. try picking individual verts from the problem area and pull them out to see if there is extra faces hidden in there
Personally, I dislike greeble. It's all nonfunctional noise. Those two gratings on the top are nice, they seem useful as vents. The ribs on the bottom and the circle things (door/exit?) are okay too. But all of the insets and extrusions are rather meh.
Ratchet and Clank were one of my favorite games. This already looks nice! One suggestion. In the concept, there are some red slits just in front of the red liquidy stuff. In your model your "slits" seem to be extrusions out.
A drill case that was lying around my house that I modeled in 3ds Max. Lots of awesome lines and extrusions. Super quick project (especially using the Quixel Suite). :poly122: screen01 by Ghost0926 screen02 by Ghost0926 screen03 by Ghost0926
Hy Leigh, not sure if this is good advice but i would just make the piramid spikes separately , by makeing an extrusion and then welding the top vertices you're wasting lots of triangles. To better ilustrate i modified one of the face groups :
I actually created the mountain making a displacement noise in 3dsmax then exported in zbrush couse I wanted to do a rather fantasy mountain rather than a realistic one and anyway horizintal inlets , intrusions and extrusions aren,t really possible in terrain generators as far as I know .
Hi is possible to create out of an applied masking on model in Zbrush a psd file with alpha in order. To be able to exactly. Texture the masked parts instead than manually select them after ? That would save me a lot of time possibly for coloring the details inserted in a model with an masked extrusion ....
I would recommend adding a lot more cuts (at all of the parts on the cylinder that bump out). If this is a low-poly object however, I'd recommend A) reducing the polys, and B) using floating geometry instead of adding the extrusions along the shaft of the mace.
this is looking good - it'd be great to see some of the old ff models redone and high res glory. - maybe the shoulder guard could be bigger or maybe its just that you dont have that little extrusion that comes out from under it?
Oh yeah doing the normal mapping in maya worked very well. Xnormal seemed to be projecting through the object, so on the inward extrusions it was overlapping in a way. So here is how it looked with the maya-produced map. Thanks for all the help guys!