I agree that is looking really good. Wouldn't mind seeing another image with it tiled a few times see if there are any hidden repeating shapes or areas of color. My only suggestions would be to add some more of a darker value along the edges of your highlights to suggest the core shadow. Another layer for the spec on the…
Actually Modo's smoothing groups are all right for soft/hard edges, but the discoverability is pretty bad and the implementation is a little weird. It's in the menus, under Geometry->Polygon->Set Smoothing Groups, and each smoothing group is a letter or number. So for example you could have smoothing group A on one area…
I hope this explains it clearly. I don't know how useful it would be on Curvature but I'd find it very useful on Straighten (both example GIFs are Straighten). Unconstrained Straighten creates the shortest path between the two end vertices. Constraints - Edge - Straighten would constrain it to the surface's edges. In the…
If your normals are averaged the cage will be continuous. On the contrary, if you used different smoothing groups for each face ( which occurs in a cube ), the cage won't be continuous: For organic models you usually want a continous averaged cage. For non-organic models like a weapon, industrial parts, etc... you may want…
Hey Mike, you did a good job on the tut, looks great, the cases are ok but you need a specular map badly to help bring out the metal, the same goes for the last piece. However the biggest problem you have on the black piece is the seams on the hardened edges of your mesh, you need to seperate the UV's where the hard edges…
You're right, the butt and shoulders do need working. The edge looping/detail in the ass is unnecessary, just stick with a grid layout there. The shoulder is very busy and has little flow. There are several other areas where it looks like you've pinched off edges to save on polycount but the result will be poor deformation…
You can get sharper edges to those rocks by using the pinch tool on the edges you want the sharpness, you might also find its worth spending more time with the clay brush and alpha 28 ( the square) , set the focal shift down in the -50 range and it will be sharper again. I tend to use a LOT of clay brush then sometimes…
if anything, id cut the hatch polygons as NormalDetail, but keep the bevels on the edges of the box. You'd be surprised how much taking the time to add the extra polygons on the edges to try to elliminate jaggies helps. The metal edges do seem a little too fucked up to be natural. Id go in maybe and add some dinks, dents,…
This has been shown before but I thought I'd chime in since some people seem to be making it much harder than in needs to be by working on a solid Sub-D model. The benefit of using a reference with a stack means you can work on a really simple model and get instant feedback. Don't worry about quads or tris, in fact, adding…
When i have a simple geometry its easy to produce viable UVs with automapping. The problem is when i use "insert edge loop" i cant make them at the grid lines. You can insert the edge loop and change them but this sucks because you stretch the UVs. Bevel is no option because its destroys your UVs much more. When you have a…