No its not currently possible to control the falloff per CV, but that would be a cool feature if I can figure it out. Right now you could always make multiple curves going along one edge loop to get the same kinda control. Edit: ya using multiple curves works pretty good for doing this, maybe i will add a feature later…
The walls in your engine shots there are they just planes you put the normal maps on? Some really nice depth there, everytime I try something like this mine still looks really flat with not much depth. Did you have a height map on there to further push out that bricks? Or is it all normal map? The grime or dirt at the…
I created the path by making a "line" under "shapes" and put out vertexes to give it the shape that i wanted. Then i adjusted it with bezier corner handles. The hose itself i created by making a long cylinder, converted it to an editable poly, added about 20 columns on it using "connect". I marked every other face,…
@Fabio, you can access wireframe directly from sketchfab : http://sketchfab.com/show/93372a05a139421e9e49b613c549df7f Its a nice scene, it could definetly blend into a GTA game ^^ What will be your next step ? Atlasing textures and texturing ? Edit : one minor thing that i would replace by actual geo is the railings where…
i don't quite understand which part of your model that makes you desperate ;p retopology process is basically building your low poly model over your hi poly. i,m not familiar with c4d. but, do c4d have snap to vertex function on it? if yes.. then c4d can be used for retopology. +1 to what ScoobyDoofus said. please post…
Here is an update for progress. Stone texture have some obvious tiling. I know I need to get rid of it. Just didn't figure out how to do for now ;p. I have really hard time while painting wood. It's first time I have paintied it almost by hand (well I baked normal and others, and used single photo overlay, that in the end…
If this is the low-poly game model, don't worry about triangles. The thing will be triangles in the end anyway, so use them to easily fix those n-gons. I'd be more concerned about the smaller polygons (top left and bottom left) which don't necessarily contribute to the shape/silhouette of the cut circle. Those could…
Hey man, looks like you're off to a good start. I would suggest that before you start texturing you think about what sort of shapes you want the character to have. Either do a high poly model to bake the normals from or manually harden/soften edges so you can't see the polygons anymore. Don't be afraid to get in there and…
Thanks @Eric Chadwick for the front page feature! @Felixenfeu I agree. Doesn't look very edible aha. I'll mess around with the material some more. @Dudestein Thank you! I'll do that for sure. @Raane I'm using a displacement map for the waffle + vertex color to mask it out near the edge. Blender's simple deform modifier was…
Thank you guys! Right on with the feedback. I am planning on making all of the pieces of wood and metal more random and bent once I have all of the props in there and once I start working on the decals for the shed. I also plan to add a vertex-paint shader to get some dirt, moss, rust and water onto everything to break…