@rock as belkun said make it thiner ,it's way to thick .If you want to make something that will look realistic i sugest you using the orb cracks brush,it's making a very nice shape combined with pinch at the endis to make it sharp. also you can try some custom alpha with the dragrect stroke. after all is a good start :D
normalmaps always just resemble the highpoly, as close as possible, the closer the lowpoly is to the highpoly the better the result will be. Now if you split uvs and smoothinggroups you add new render vertices, the same happens when you chamfer your edges and use one smoothinggroup. however a chamfered box will need uv…
Bein a Star Wars Nut and loving the Podrace in Phantom Menace, i had to build one.. Well.. i chose Ben Quadinaros Quad-Endined Pod, that doesnt make it past the Starting Grid. References are a Bitch.. straig away.. it´s all different. ILM build like 3 Versions of that thing, and even the Maquette is different than the CGI…
Never read the comic, but was tempted a few times. I also saw the pre-air, but watched it again last night as it was amazing, and I wasn't sure how much of the gore in the pre-air they could get away with on the actual show. It was the same from what I saw :D By the end of the episode I was thinking "wait, that's it?…
Our pipeline is moving fast and we need more bandwidth in regard to our level creation. You would be working for an art director responsible for the overall direction and feel of the levels you would be working on. You will be building prefabs (POI - Point of Interest) that will placed throughout the game. Here are the key…