Chandelier for my scene Thank you Kindly :) regarding the flows the key i find the key when modelling them is to model the base mesh really simple and letting smooth or turbo smooth in maya do the rest of the work for the high poly, and only adding detail like edges that effect the overall shape. I hope im making sense :P…
my bad i forgot to post the concept :S http://images.wikia.com/onepiece/images/0/0c/Wiper1.jpg it is based off a character weapon in a manga/anime called one-piece...I happened to like its simple design *cough* not the best at sub-d yet :S ... and I made a typo...it is 2048 and i made sure green channels weren't…
Eight crashes per hour seems pretty excessive. I'm [un]lucky to get a few crashes per month, but then again I use Maya 2013 which I would argue is one of the most stable versions. I feel like with your crash rate you should at least be able to recognize a pattern that is leading to the crashes and establish a workaround or…
Great progress! In regards to the reflection I'm not sure about the left and middle ones, some other shots with direct sunlight and more contrasted reflections would be good to check out. Yep, I think that cube map reflections are based on UVs and smoothing groups (I've done some recent stuff with it). However there could…
In Zbrush you can use the Planar brushes to get some well defined planes before you star adding damage and weathering. The cool thing about them is that they work quite well both in the additive and substractive mode. This way, you can get well defined planes even in areas where two planes of your rock meet. Flatten and…
Well, if your goal is to make a high poly model then the rules change a bit. You will want to try to maintain quads, at the very least along curved surfaces and around portions of your topology that change directions. Triangles and ngons are not out of the question, either. All that matters is whether your mesh looks the…
For now you'll get quite different results between Unity5 and Designer for various reasons: - in U5 the default PBR shader uses a blinn-phong brdf, we use GGX. Both have a very different specular response. For the same smoothness/glossiness value in both applications, the result will be very different simply because the…
Thanks for your reply! Yeah I'm using 3ds max to unwrap my objects, taking them across into Photoshop for texturing. I was always using a smoothing group change == UV unwrap seam workflow for unwrapping, so given the table top for example has a plastic finish, which a secondary material on the sides, I tend to break them…
btw.. I get it working with an shader fx shader.. though the problem occurred on one instance of the test mesh and I can not figure out what's wrong there.. Normals are the same, textures are the same, smoothing groups.. 0.o edit: ok it gets even more strange.. I get seams at a cylinder but there are not uv seams and just…
The "Knot" you are encountering is most likely pole topology in the mesh (example image below) which doesn't subdivide nicely. Smooth it out by using a different smoothing algorith in zbrush (let go of the shift key without lifting your pen off the tablet or use the hpolish brush or change your topology). Since you're just…