This thread will focus on using standard modeling workflows and ZBrush's Dynamesh workflow to obtain clean hard surface results.
Earlier in the year there was an article on Wired talking about a new wheel called the "Softwheel" and thought it would be great to use as a learning asset.
Tools- Maya, ZBrush, Photoshop, Headus UV Layout, Marmoset 2, Keyshot.
Creation Plan:
1. Initial blockout in Maya.
2. Create all boolean pieces in Maya.
3. Import all assets to ZBrush abd Dynamesh with all pieces to get to final result.
4. Detail and polish using ZBrush.
5. Low poly and UV pass.
6. Bake and texture.
7. Render in Marmoset 2 and Keyshot.
Photo Ref
Initial blockout from Maya rendered in Marmoset 2.
Replies
Gonna focus on finishing out the outer wheel pieces next. As well as use a weld brush to sculpt some weld lines in.
@Huntard - Cool! I can throw together an image on the source meshes and what they turn into. Overall I havent had to crank the resolution or defer to Dynamesh Master to get better results. The base wheel with the poles coming out is sitting at a Dynamesh res of 112 @ 1.3 Mill polys. The inner triangle piece has a resolution of 384 @ 2.4 million polys.
For this pass I added the details to the wheel rim. Small rivets/details and a boolean cutout, poles that connect to the outer portion.
Hope this helps!
But i've got question: what comes after that operations, how do you optimize that pretty heavy hipoly for export in 3d max? After i do decimation master i get too rugh surfaces for perfect bake. Or am i just doing something wrong?
set your display mode to bounding box
import your mesh
go into the object properties and set it to bounding box
now switch back to normal view.
tho i think just for flexibility i would just model those clean pieces, its pretty simple geo and design changes are so much easier with a proper simple basemesh.
So the key to this techniqe is no optimisation, just bald export?
Yeah the model is simple just for quick testing.
I see, then it's just a piece of cake, thanks for answer
1. Decimate the meshes, export from ZBrush, import to 3D package.
2. You dont need to retopo. With the pieces that were sent to ZBrush in the first place a low poly can quickly be created from these same mesh's. Bevel the edges in the low poly to get the light to catch etc.
Hope this helps :-)
Thanks to "dudealan2001" for the weld brush, super helpful!
maybve this helps you
Pushed materials further and new HDR. Trying for more separation and contrast while still maintaining as much from photo ref.