Started a bit of small detailing on my 72hr map. Quick question, right now that ibeam texture (dark gray around top) is an overlay. Would it be better if it were a separate brush? Gorge usees brushes, but I didn't want to commit to that in case I change it in the near future.
In an effort to improve my modeling skills, I'm making a backyard BBQ theme with a few models. These are the first ones. I'm also working on a grill, but it doesn't look too great yet and I can't seem to get phong/specularity to work no matter what I do.
Ever since I picked up hammer a few years ago, I've been making little detail projects for fun.
I found this yesterday while going through my files and it really sparked my imagination. I think this could actually work for a dynamic payload map set in a mountainous mining facility. I don't want to just straight up copy upward though...but I might just have to make a payload map now.
did you assign all of the bottom to a single smoothing group or something
Plus, even with all that detail, eight sides isn't enough for a cyilinder that big around.
yes. i did. thanks for all the feedback.
Do you know how smoothing groups work or do you need an explanation on how to do them properly for an object like that?
If you're in school, go grab the education license for 3DS Max and/or Maya at http://students.autodesk.com/. It's an industry standard program, has many more tutorials and whatnot for it and just generally makes more sense imo. Also if Sel is going to offer you help i'm pretty sure he uses one of them 2 anyway.
I'll take any advice/help that will improve my models, as anyone should. I just started modeling, more or less. I also use Blender, but I'm sure i can make the connections.
or just the general idea. but i can't tell if you're legitimately offering or not at this point.
This this this this this this this this THIS, if you can get access to 3ds max (they take both high school and college/uni emails iirc), then do it. Blender is absolutely shit by comparison, and if you want to pursue this professionally at some point then only knowing blender is going to massively hold you back.
Top one is no same smoothing groups touching, bottom left is alternating smoothing groups (1&2), and the bottom right is one smoothing group.
Basically if you want a hard edge somewhere, make it use a different smoothing group because what smoothing does is blends the faces together to make them look continuous.
but why is what I did bad? I"ve seen croquet mallets where everything is carved to look flush. Perhaps it's just my terrible texturing.
because it looks terrible?
find me a reference of a croquet mallet where the entire bottom is one ultra smooth curvy blob like you have, because I've never seen one that looks like that.
because it looks terrible?
find me a reference of a croquet mallet where the entire bottom is one ultra smooth curvy blob like you have, because I've never seen one that looks like that.
it's either as you say "ultra smooth" or ultra sharp...or adding more faces...which isn't about smoothing groups. I'm just trying to understand, here. http://thumb7.shutterstock.com/disp...allet-and-ball-isolated-on-white-68176996.jpg
I'll mess around with it and show you a new iteration.
For an object this small having hard edges from smoothing isn't going to matter, no one will ever get close enough to see them.
Just do alternating smoothing groups like the bottom left sphere in my image so that the bottom appears to be a round cylinder, but each change in the width of it doesn't get blended together.