So I am trying to figure out the correct way to go about smoothing groups for rocks and I cant seem to figure out the proper use of smoothing groups just by looking at in game models. I have been told to make sure to use proper smoothing groups to give the hard edge rocky feel so stuff isnt too marshmallow looking, but i…
Hello, I meet a problem that I'm unable to solve. I'm making simple beam and using some bevels on the edge to soften a bit the geometry. When I'm trying to tweak the normals to fix the shading, some are correctly done like I want and some other don't. They seems to have no reasons to behave like this. My current workflow…
Ok so I'm currently working on something that requires me to figure out a face topology and pretty much stick to it, and the end result will be triangulated. I always see head topology based on quad edge flow, but what about for triangulated meshes? When you triangulate an even quad mesh you have uneven triangles, new…
Hello everyone. I made some low poly building recently to use it in Tabletop Sim as a terrain supply. To be able to use it in TTS I have to export it as .obj with triangulation on (otherwise some of the faces will be transparent). In 3dsMax the model looks good, but when I open it in TTS I get these weird shadows. Some…
Zbrush 4.0 3ds 2011 So i'm having difficulty subdividing my pillar and keeping it round, but also keeping the edges hard in certain places. I know I could create a "control edge" in 3dsmax, but that would make those edges too dense after I sub-div it. Is there a plug-in for zbrush 4.0 thats like the SmoothGroupImport ? I…
Hi My name is Fanie and I'm looking for some freelance work. I can make any 3D assets that you require and I can also create some unique textures for you. I can create environments, weapons, props in different texturing styles from heavy stylized to realistic. I have been in the modelling industry for well over 5 years…
@Kanni3d Thank you, the hard edge rule is gone because I'm not baking smooth edges as I already have them :) . Normal maps would just be used for additional detail on flat surfaces if needed I suppose. So basically I can just unwrap as normal, only have to worry about visible seams. I went through this post, was very…
I never used face constrain a lot in Max , only edge one usually and after switching to Blender I instantly loved its "slide" counterpart where you could instantly move a vertex or edge along any of adjacent edges with double GG and contrary to Max you can do it outside of a mesh shape with Alt pressed. Never figure out…
Over the past few weeks I've slowly been chipping away at the
"Architecture and Fixtures" parts of my scene. I started off by finding some real world reference for the
materials in my scene. I found Flickr was very helpful to find albums full of
useful reference images. This help me find references for the materials in…
I would not agree that these pieces are flawlessly executed. they are a solid start but i feel like they would need a fair bit of polish to really shine. i jump between the assets because while i think i can see progress between your oldest and your newest piece, i think a lot of it just applies to all of them on the…