Since I've always wanted to try hard surface sculptin in ZBrush but so far never really got into it I followed Joseph Drust's excellent workflow tips and techniques on ZBrushcentral. Initially I expected to test a few things but then get stuck and give it another shot some time later. Guess I was wrong:
Rendered in the new YEBIS2 viewport renderer inside Substance Designer 4.
Here are a few work in progress pictures:
The initial sculpt from a few polygroups.
I added a few more details and seams to make it feel more rigid and actually ut together from real parts since the forms are more ornamental than actually sensible function (shh - don't tell anyone
)
At this stage it's a mixture between MegaMan X, Master Chief and Doom .... and I liked it!
After retopology in Topogun I brought it over into Substance Designer since I had not actually thought about how I wanted to paint the model in the end.
Since I could not decide where I wanted the texture to go I figured - I had already tried hard surface sculpting, why not also try to texture it in Substance Painter as well....
Despite crashing every other 15 - 20 minutes Substance Painter is so awesome for testing surface combinations. Since I wanted to give it a more interesting contrast between glossy and rough surfaces I settled for a rough dark grey painted surface with glossy neon paint on top. To give a few more glossy contrasts the screws bacame a glossy black metal as well as edge scratches revealing a metal layer underneath. Then to give a few more variations I shot it with particles and dirt splotches.
I love how dDo2 shows off texture sheets so I blatantly copied the style.
Final statistics:
Prototyped and sculpted entirely in ZBrush - 7.2 million Polys over all subtools.
Retopology in Topogun - 2034 triangles.
Base texturing in Substance Painter Beta 0.5.0 (Build 333) with a little Photoshop help
Final Texture assembly and realtime renderings in Substance Designer 4.3
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