long story short, there was much turmoil and drama over a CGtextures-smuggling mapper in 2008 which drove morale into the ground leaving me left/ and unrelatedly a great artist (enkithan) moved on to bigger fish to fry. Many of the better models were collabs with me (mesh/anim) and him (skin/concept). and then there was…
I recently started using zbrush again, but I have used mudbox since it first came out. I'm actually really impressed with a lot of the new features in zbrush, and I think even mudbox users cannot deny how great it is for hard surface sculpting. In my opinion it all depends on what you want to do. With Zbrush there will be…
Oh, so you have only RAM access in your project? My fault! :D Well, no problems as long the RAM is big enough to handle a decent number of things togheter! ^_^ Well, there are two main techniques. - Baking on texture The most used technique. Directly bake the AO in the diffuse map! You can do this via software (Render To…
Thank's for the answer guys ! After further investigation, i found out that i just need to use nurbs, wich is kind of the equivalent (as far as i understand) as surface models in CAD softwares. I sent a polygonal subdivision model converted to nurbs in Maya to my machinist, and apparently it opened as a surface model in…
I enjoyed much of your hard surface work, and the modeling looked tight. In the spirit of nitpicking critiques however Maybe its just me but it took me a moment to grasp the opening scenes' composition. Each individual model looks good, and I appreciate the fact that there is a strong foreground, a mid-ground, and a…
You can manually adjust the cage to account for these sort of errors, however i generally think it is a waste of time, i know a lot of people like to spend ages tweaking cages but it is a really poor workflow. Generally just fixing it with geometry on your low is the best solution. There isn't any magic solution here, you…
I'm taking the time in this project to see what PBR can really do. The big draw is that the realistic texturing workflow can be standardised if real world reflectivity and surface noise values are adhered to. It may be a pain to isolate and collect those values from real world reference materials, but if it's done right,…
All caluclation, comparisons must be done in the same 'space'. I.e. camera space is the view of your rendered world from the camera perspective, light space is the view from a single light source etc. It is better to use a single space and transform all other data from their original space to this common space. Most modern…
The road wheels really seem to be eating up an excessive number of polygons. I'd leave the top of the cylinders as solid, with the normal map supplying the more complex geometry. Depending on the final scene, you can probably limit them to cylinders with 8 or at most 12 sides, rather than the 20 you are currently using.…
Your spec map and gloss map need to be pushed alot, its looking very flat atm. I would say since this is your 1st time texturing try to stay away from Ddo it wont teach you much in the long run. Get together some textures and decals that you want to include on the model. To get a better idea of what you need you should ask…