I really really really like this one, great stuff! Did you forget to apply the turbo smooth to the part where the pipee reaches the main radiator bit? (it still looks great, just looks kinda like you perhaps forgot to apply the turbosmooth!)
I got a little time this morning to work on Oliver a little. Oliver... olive, get it? He's green.... ok. Anyway, here's a low poly view at about 83k polys, without any maps applied. Too bad we can't apply the savings to the pedestal.
Cool, thanks for the demonstration! That's a big help, I can definitely make that topology. I've not actually made a low poly model, applied turbosmooth, edited it and then applied turbosmooth again yet, always just made the low poly with one pass of turbosmooth. Hurrah for learning!
I don't really know what happened here... I tried to apply it just to see what would happen. While I learn about applying normal maps maybe someone could tell me why the colors got messed up in the middle.
No, I'm not using a high poly. I just model the details and project it to a plane using xnormal then apply it on the tire model (with cylindrical mapping applied). Hope you get what I mean. I'm not in the right pc right now, but I'll be posting the images asap.
I know theirs a few, I'll see if I can dig them up later. till then here's some of my notes from when I was learning it, some of it may be off but I've tried to update it to some degree (incoming wall of text): MAYA Notes Basics Menu names: 1st down (menu type) = Status line 2nd down (Tabs) = Shelf Left = Toolbox Spacebar…
If I understand this right, I can blend to textures together using vertex painting. I must insert two maps into the A and B channels of a lerp node and then apply an alpha expression to the alpha to dictate which map is visible where. What I do not understand is how to apply a third and fourth map using the green and blue…
Hi there, this maybe a silly question but if i apply a material with tessellation (PN Traiangles) applied and move this slider. I have my mesh with wire-frame visible, should i be seeing the mesh get more subdivided, current this sliders not doing anything so i'm guessing i have something incorrect. Sorry if i'm being a…
I applied a projection modifier on my gun with different smoothing groups. The problem I see is none of the cage point are split at the smoothing group borders. Does that mean I should literally split my model per smoothing groups before applying the projection modifier? Thanks.
Press F3 and F4 and the viewport has a shaded wireframe. Change the object color to black (for the wire color), and apply a material to set the shaded color. To render with a wireframe overlay, Clone the model as a Reference, add a Push modifier with a small value, apply a Standard material to the clone and enable Wire.