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[WIP] Star Citizen Super Hornet

polycounter lvl 8
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Gikkio polycounter lvl 8
hi frieds! 
Here my WIP 
workflow & pipeline.
phase 1
- I start with very low poly work. Only primitive to catch the proportions. 
phase 2
- Then i replace primitive with mesh, no topology important here!, only the "silouette" of the mechanical part
phase 3
RETOPO in my love: Topogun. topology attention and UV a very good uv
phase 4
Finally i take substance painter, so is the time to learn this soft. 
phase 5 
rendering in keyshot and cycles.

What i want to do .
I buy Substance Painter so i want integrate it in my pipeline.
I want to find a balance  between modeling and texturing details.

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And here my progress

the engine in low poly to see the volume, and study the major component
in blue you can see the "tubes" that take the hydrogen from space for feeding the core engine



Dectail for  jet part (is a study i think i change this stile) .



Now i give a 1 pass of dectail.



Now i don't know if work on other details or is the time to pass to Substance Painter to work on. 
I think that texturing can give the right detail. detailed more "present" the smaller one.
I think i try to work on a low poly mesh baked, to see that is right now to pass on Substance, or if i need more modeling work.
what you think about? 

Thanks for ideas, critique, and all you want say to me. 
bye friends! 

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