So these are the latest HighPoly Pictures: And i started to work on the LowPoly with Material IDs in Max: (All Strange Colors means : LowPoly Done, all "Normal" Colors means : LP not done) ^^ At the moment im not sure how to make the Ammo, which is visible on the side of the Magazine. To bake it on a Plane or to use real…
Thanks for you help Alec. Here are my results with triangulation. Looks better but it behaves like it would in 1smoothing group and not synced workflow. Also it is one smoothing group but like you said it breaks smoothing wherever the seams in uvs are. You can see that there is break in smoothing where uvs aren't continous…
Really nice work and I can see the improvement. Keep up the good work! As for landscape studies, I think it wouldn't be bad if you just start out your painting in steps : Shape, Form, Color, Details. These are the things I always tell myself when I work on environments. Light Side / Dark Side Warm Side/ Cool Side Hard…
I love the silhouette. I definitely think that the panel lines/bolts are too big. They might hold up a little better with more indication in the diffuse, but the scale of them now is a little off-putting. also as much as i love the gradient from warm to cool along the length of the boat, i feel like a lot of the elements…
Nice work so far. I really like the concept and your representation is pretty on point. One thing that bugs me a little right now is that in the concept, both sides are almost symmetrical. I feel a bit uneasy critiquing the concept in a 3D thread, and maybe some people will disagree with me, but I would hope that you took…
It's very well modeled and looks fairly beefy from the side, though in the FPS shot you provided it's looking rather boxy and some of the beefy has been lost. This may be because the details and forms on that make it look great from the side (and those kick ass front details!) are hidden from view, instead putting those…
Thanks...yeah...I could save some tris on the capacitors...might actually do that and give the wheel some more sides...not sure about the tusks, though...personally I think 3 sides look more roundish than 4... Anyway...I textured the 'engine' and The Doctor and his Sonic Screwdriver... :D ...I still suck at…
instead of sending a per-vertex tangent you send a per-vertex mirror normal for the "correct" side (ie what is really stored in the normalmap) that would simply be "0,0,0" and for the mirrored vertices it would be the mirror plane's normal. Using that normal being 0 or "somevalue" you can flip the texture OS normal again…
Thanks guys for the comments! @Kid.in.the.Dark Here's the setup for the grass. Not very complicated, the SSS color is quite important I think. The shading model is set to two sided foliage. I used a generic blade texture I made in Substance Designer and generated some variety for the blades with UV mapping and using 3…
@DeathstrokeFTW Hey buddy, that's one of the trickier parts of the mesh for sure. The top part you can use a sphere, and delete the middle and bottom part, and attach it to a cylinder. The disc on the side needs to sink into the main mesh a bit or else it doesn't physically make sense. If you want, I can send you the obj…