====Day2 progress==== * I started refining the mesh of dress, didnt know how to tackle this at first with how dynamesh reacts with small areas at low resolutions so I ended up making it as 2 separate subtools (front+back / sides) then merging after im done playing with general silhouette, I also lifted the side parts up to…
Hey guys im also following one of Tim's tutorials and having a floater bake issue and could use some help. Before this issue appeared I had this issue... which was caused by an ngon i missed and had to re UV map the grip. Now that i solved that it no longer bakes some of the floaters from the highpoly mesh... My previous…
So here is my finished model. Try to texture it to the best of my knowledge and the references I used. I'm including in screenshots of it. Also I"m including in the references I use to help me out to show what kind of style i wanted to go with since it anime and it original dra wing. So any feedback on how I could improve…
One thing to keep in mind regarding the oddity of the island of the grip being in contact with the handle (and therefore causing some faint bleed) is that this could very well be unintentional. For instance the asset may have gone through a round of outsourcing and this detail wasn't caught during review ; or perhaps, they…
Yea man I tried, I have to tinker with it more. I do most of my sculpting at my laptop but can't really do the lookdev/rendering as well without my more powerful PC at home :'( The eye heights are asymmetrical so I was getting weirder looking results when I would have a defined angle of lighting with a rim light on the…
Thanks for the C&C man! That's a good tip out the edge-loops, will play around with them a bit more. Might exaggerate that one around the rim so it contributes to the silhouette more. I'm not going to lie, the UV's have been a pain on this. I tried both spherical and cylindrical unwraps on it, and even a combination of…
I tried the fx composer glass.fx but as it relies on automatic textures that fx composer generates, it will not work with 3dsmax. then again if its just the specular that bugs you, and you dont need fake reflections/refraction, then it would be a not too hard to write shader. I'll give it a try... okay got something…
im trying to achieve realistic wood, antique 15th -17th century, i have tried to create a nice wood but it just looks fake. My teacher said its to do with the roughness maps which create realistic wood, and i wish i knew what he was talking about and wondered if there are any turotials which will get me great results and…
Hello everyone. I have been trying to figure out the way Michael Vicente (Orb) sculps his stylized edges with different brushes and settings. I already know how he creates stylized cracks on the edges, but how does he sculp the actual edges? Here is what I'm talking about: My guess is that he used trim dynamic, flatten or…
Hey
Polycount, I haven't posted on here in a while so I thought I would post this
environment I have been working on over the past few months. Instead of working
off a piece of concept art I decided to recreate a diorama I found online. I have really
enjoyed working from this diorama having lots of photos to work from,…