The material currently lookes more like unglazed porcelain instead of weathered stone. Can you show your reference images for this? Every edge on the model looks like you rounded it uniformly. Such wear and tear is usually applied by patterns according to how its used or what weather it is exposed to. Model in larger…
Hi there! Firstly, I personally think the photo background is a little distracting from the subject matter - did you keep it to compare how well your sword would fit in a real life setting? I am saying this only because the question was the first thing that came to my mind when I saw the image. :) As for the texture, I…
If you are talking about hard edge normals (aka smoothing splits) then you'll want to place them in the same location as your UV islands. I'm not sure what you mean by this. If you're talking about tweaking your normal map in Photoshop after baking: I would say if you need to do this to a normal map along UV borders then…
Thanks for the help. If I'm not mistaken that is one of the scripts that includes cvars. I am pretty new to scripting so I am not sure which cvar in the script to map to a hotkey. I just mapped the script itself to a key but I'm guessing that's not the right way to go about it. Which cvar do I select to simply mirror the…
Hi Butthair and ThrottleKitty. Thanks for the reply. My excuses. Let me explain....I have customized maya to mimic the way I work in 3dsmax. Working in max for me it's like playing piano.. I have developed muscle memory and I can't get rid of it. This is how I've set up my hotkeys in Max. Hotkey 1 = vertex ((selects the…
I was going to mention the shell technique, but fritz got there first. I cant find the making of article, but it seems to be cached without images: http://72.14.253.104/search?q=cache:GwhI...t=clnk&cd=5 But anyway, the toughest issue you're going to face, is alpha sorting (although If you can pull off the shell technique…
I've used the clone mesh method and the shader method. For the problems you describe with the cloned mesh method, you can simply delete the faces in the outline mesh where you don't want them to be (delete the faces around the eyes and mouth, etc.) With the clone mesh method, you can create colored outlines by texturing…
I think what is usually meant by that is polycount doesn't matter for rendering. Here it's not the polycount itself that I think will be a problem, but object's design. You can see everything through everything, can't just bake it to a box (like a fridge or old TV set for example). Most parts would need to be a separate…
You could get a similar effect (baking the normals without any artifacts caused by intersections with other high-poly parts of the model) by exploding your low-poly and high-poly models. Depending on how you did the sculpt there are a couple of ways to do it. If you worked exclusively with multiresolution subdivision in…
Hi) I wanted to make something for practice and had a weird idea to model something like a Game of Thrones themed shield, or maybe a small scene involving it. My initial aim was to make the shield highly damaged, with few arrows in it and place it on the edge of a cliff, so it would seem like it was abandoned in a battle,…