In defense of the extend tool: It projects from your camera onto the surface whereas the other conform brushes project based off the normal of the LP model, I've found in many situations its more precise to use extend to just put the vert where you want it with one click, rather than with a larger brush, that could cause…
Hi Teddy, no I do not use black for as a color id. black is left as is (background definition). creating the same project with seam termination breaks masks like rich occlusion and cavity. my theory is that small irregularities in the occlussion get boosted in rich occlusion which can be witnessed in comparison to standard…
Actually one way is make the Logo part of the Color ID map. I do this for logos type and other details I want to look as if they are a part of the surface. So I can assign the same surface to it and it will get all of the same details. Then I can also add another layer to it in dDo to say make it a scratched painted metal…
It's hard to say, since you were working off a concept. But you know, small lines and indents to break up perfectly flat surfaces. Maybe some bevels on the edges. And on surfaces that are perfectly flat that's where texturing detail comes in. The closest thing I can think of that comes kind of close to your model's style…
I believe I've noticed something: when you subdivided your low-poly into your high-poly, you didnt put any support loops, thus all the acute angles got drastically smoothed out. This yielded a number of volume discrepancies between the two versions (your latest screenshot shows exactly this), causing those artefacts. Those…
You are welcome :) If you are not using any 'fancy' algorithm, all faces are weighted. But this weighting is not calculated for entire object, just for the given layer. This way if your layer contains faces sharing the same normal direction they will become super flat. If you select green faces and add them to any layer,…
Hey, you did a great job with the composition and values based on the concept art. I think with some focused polish you could have a really awesome scene. The two biggest things that I would suggest focusing on is color and scale of detail in the scene. Your lighting is very white at the moment, while the concept has a…
@ Kitty|Owl - It's technically correct in a PBR pipeline to make the albedo of a metal surface black since metals are 100% "specular" (that is, they have no subsurface interaction with incoming light). The goal of a metalness map is to make use of what would otherwise be wasted, empty black space in the albedo by allowing…
Well, honestly, while HardOps is quite nice, for its Boolean-based work, it really just cleverly uses aid of another addon called BoolTool. Either one in Blender doesn't really do quite what MeshFusion does--they merely visualizes Blender's existing Boolean operations. It's all more a streamlined interface than a revision…
Wow! thanks all, for the encouraging comments. ::ajr2764:: Hey friend, I made a lil tutorial on the steering wheel. Please excuse my terrible handwriting! Hope it is useful. I can elaborate if my tutorial is confusing. ::Kevin Johnstone:: Oh snap!! (srry, big fan!) Hmm, interesting points for the highway structure. I wanna…