Hey Ghost, I made the edges a little blunt because Centaur gets around satung 'A dull blade, but heavy'. I know the concept looked sharper. Ill have a look at rebaking it with sharper edges and see which I prefer. The white bake? You mean the AO? I did it in xnormal. What is on that model is an AO, Blue channel of the…
i like the metal part very much. Your smoothing groups make it look like it's rounded...if you re not gonna bake a normal map (i assume you havent made a hi poly version of this) then, chamfering the edges like djgardner said is the way to go. the wood and handle need more weathering around the two edges of the handle, and…
i was impressed with the work up until i got to the textured version. for your metal. if you're going to wear the paint down, those parts need to have sharp edges, clearly showing that the paint has chipped away. then add some variance to the edges so its not so uniform. the cloudyness fade that youve got going on the top…
Actually that looks good so far, though you could use to collapse some of the vertical loops, and most if not all the loops inside the boxy form. Being consistent will help you when texturing, the seam on the fluted part is rotated compared to the main body it's connected to. Generally we don't unwrap the highpoly, since…
Try this mate, Turbosmooth iteration level 1 > Unwrap then Turbosmooth iteration 1 or 2 or as much as you want. These is a reason why most top teir concept artist who have switched to 3D are now using less sub D and making more hi poly stuff without it. Edge flow is the key here. Since with mid level model where you ll…
Normal maps are pretty common everywhere, I think. Not every game will use them. With the amount of details you've put into this car, you could make use of them. However, you have a lot of wasted triangles (a lot of vertical edgeloops that add very little/nothing to the shape of the vehicle for most of the loop) and with…
First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…
Hi All, I am struggling with chamfering a cut in a cylinder I have made. Trying to wrap my head around how I maintain sharp edges in the cut whilst keeping the cylinder round. This is the shape I have and you can see the areas I want to keep sharp: Of Course without supporting edges I get this: I can add supporting edges…
Hi, i'm currently following Eugene Petrov's game ready pistol tutorial and it has been going pretty smoothly up until this point where i have so much of this issue where once I bake the high to low there's a lot of black outlines. I believe this is because the high is getting to far from my low poly and so the shading…
Hi guys, i'm trying to create from a mesh a reticular structure using the edges as guide in 3ds max, i've first tried with the Lattice modifier of 3ds max but it lack of a proper connection on the vertices it simple create a cylinder shape along the edge but it do not create a connection where two or more edges met (on the…