on a organic practice break i continued to search for the best hard surface workflow. right now im practicing using the cad-modo workflow that i just found out about, didnt know anything about the rounded edges shader and was flabbergasted when read about it that i got myself an extra present this christmas, modo seems really fun, and fast. heres a practice i did inspired by mr. Jake Parker with his bocks03 cargo robot,
check it out here.
on this one i experimented with making a really nice roughness map in substance, i dont know if the lighting angle is the right one for metal renders, i feel like the highlights are to bright. well next one ill try not to overpower them.
Decided to post some of the progress from the scene I'm working on. The goal here is to make my own environment of my own design, including all separate assets. I wanted to practice creating a coherent space where everything fits together. So far, designing all of this has been fun. I only borrowed 3 or so materials for wood from Quixel Megascans, the rest of material and mesh work\design is mine. I use 3dsMax, UVLayout, Zbrush, SubstanceDesigner, and also Procreate for sketches and sometimes some color variation. There are different types of models and materials in the scene. Most are good-old low-poly to high-poly projections, but a few assets use multilayered shaders, some objects are vertex painted and some models have vertex weights. I did it this way to practice different technical approaches. Here's some of the stuff I've done so far: