I find in Zbrush, to make the wear and damage look more realistic, take it in small steps. I'm actually in the process of writing a tutorial on my workflow (not that I'm pro, but I hope it will help someone LOL). I take very short strokes with the clay brush on subtract. I usually have the focal shift down low to (around…
Rendered straight from WM. Testing a new snow node. The snow node that's included with world machine is a bit slow and I can't grab the deposition of the snow to use as a mask for coloring or whatever. Basically I take the flow heightfield from an erosion node, expand it, blur it, crank up the contrast, and then a slope…
You've included some great subtraction brushes. A nice addition would be similar ones that are additive (Using negative brushes in an additive way produces an unattractive result). Another thing that would be awesome to see is an insert mesh brush in the same vein as some of your old rocks that you've done. It would be…
After looking more into it, I'm confused as hell. Apparently the rule I mentioned (and you did) only applies to [/b]OEM[/b] licenses. And even then, it's not super restrictive. Apparently, every time you upgrade, you accrue 'points'. And supposedly a mobo is more points than a strip of ram. Once you reach a certain amounts…
What is the result you have now? That way we can see what might be the problem. I've done a project for Nike a few years ago for which we had create glass in Unity before the pbr thing was a hit. We used techniques Similar to the ones in this article by Marmoset:…
It's all in Zbrush. I usually just start with a really blocky base mesh from any modelling program and dynamesh it at a medium resolution. Then use a clay brush to add and subtract large forms until the approximate shape is there. Dividing up to a higher resolution after the forms are all there I use trim dynamic brush…
hey so im having trouble getting the specular to show up on my blend texture. does anyone know how that works exactly. the blend texture is the moss in the rock walls. i have my specular in my diffuse alpha like the documents say, yet it wont show up. cryengine is also not letting me tile my blend texture. it just has it…
I've used this shader a bit, and one of the things that bothered be the most was, it seemed like when you added a cubemap it would be subtractive instead of additive, so if i ever wanted to use a cubemap it would make my model really dark. I dont know if you've updated it since the version i used. Also the general settings…
The normals don't look flipped, it looks more like they have a different smoothing group that the surrounding polys (or they all have no smoothing group at all). Try adding a Smooth modifier (just Smooth, not Turbosmooth or Meshsmooth) on top of the stack (make sure you don't have anything selected or are in any sub-object…
A quick solution might be to use Tool: Geometry: Mirror and Weld on the blue Z-axis (you may have to temporarily re-position the belt subtool over the center line first so that it mirrors correctly). Then you could move it back into the cube, and set either the belt or the cube to be a subtractive Boolean operation with…