When you say assembling a kitbashing set does that mean you are modeling the pieces for future use as a kit bash or you used a kitbash to make this asset ?
Its about time you make a proper tutorial I can buy! Awesome man, I'm excited for this especially since I switched to modo about 8 months ago. getting it today! Thanks!
I have not watched it yet but got a question for you.
In all your renders always the textures look so highly detailed. Even for such a not small vehicle like this there's still no slight blurriness anywhere on the textures.
Maximum-Dev: He's using procedural textures so I think its a little bit of rust here and grime there; so if you use a 1k texture repeated over multiple areas it can still look high res. In other words, since its all procedural, he doesn't need like one large texture like you commonly see for game assets.
Tor your work alone is a selling point for modo . You should probably contact them and start getting a percentage for marketing for them
Ha! Tor's work is probably one of the main reasons I decided to download the modo trial for a little experimental fun, seems like it could be pretty damned powerful coming from Max. I'm rather curious about the texturing part in modo, is it procedural similar to Substance Designer or is it its own separate beast?
Yup, correct Tiling textures in my highpoly renders, thats why they are so crisp. Also use alot of tricks on my lowpoly models, so they are pretty much always at a higher texel resolution than a 4/8/16 k texture would give : )
Yup, correct Tiling textures in my highpoly renders, thats why they are so crisp. Also use alot of tricks on my lowpoly models, so they are pretty much always at a higher texel resolution than a 4/8/16 k texture would give : )
You should probably specifically make a tutorial about that I think. Loving everything so far. Thanks a lot for the time.
Maximum-Dev: yeah, i intend to make another tutorial for this where I make the lowpoly, bake it and set it up in unreal 4 with shaders and masks etc : )
Ha ! You didn't make any manual beveling and subd.
I was like how the hell did he make that in 10 hours ? I'm still impressed, but a bit less
Considering the final result/time, it's the right way to do it tho. Good tricks !
I question for you since you're an advanced Modo user: What are the features you like the most in MODO that are not available/harder to use in Autodesk modeling packages?
Fansub: yeah, no problem baking these down at all : )
Skumtron: tbh i am not sure, you can probably replicate most of what i am doing if you are scripting enough of your own stuff in autodesk packages. I guess the fact that I can do this without any scripting of my own : )
at 22 minute mark you make a bunch of cyl and cut them out of the angled side to make that holed piece , When you do something like that how do you repto or turbosmooth it. Does modo handle booleans much better then max
Hey man, I'm only about an hour in, but I can see you have a lot of custom scripts you use (I'm keeping my eye on the command history to see what commands you are using).
For example, I have a quick pipe script from seneca, but mine deciphers the thickness based off the last pipe. I see yours is a custom script where you interactively choose the thickness. This is a lot better I think. There are a lot of other things I see you doing as well.
So I'm wondering if you are able/willing to post your scripts up somewhere for download?
BradMyers: I have very few custom scripts of my own, i do have alot of custom macros, so... basically what i am doing is the logical steps to get to that point, baked into a macro. in this case i make a pipe, set a standard width and nr of loops etc, then run the quickpipe script, then delete the caps, then run senecas resize-script : ) My macros are mostly clusters of actions that i do in a row often : )
Thanks Thane! Hehe, oh that old thing : D And no, im not sure what that monitor does, i could probably come up with a bunch of uses The dashboard got very little love on these models, just not enough time im afraid : /
ah, ok that makes sense. So you're telling me I have to quit being lazy and make my own macros? haha. I know its not difficult to do in modo, I'll probably start copying some the stuff I see you doing in the videos. Looks like you really have it figured out at this point whats the absolute fastest way to do these operations.
haha correct, i dont think my macros would fit everyones need, best you can do is to get into the habit of thinking on your own workflows in similar ways, imho : )
Great Tutorials btw. Just wondering how many hotkeys do you have to remember?Plus have you got any tips as to the best way to set up your hotkeys so you remember them . Great stuff mate
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I know ha! This would take me like 4 weeks
Tor your work alone is a selling point for modo . You should probably contact them and start getting a percentage for marketing for them
In all your renders always the textures look so highly detailed. Even for such a not small vehicle like this there's still no slight blurriness anywhere on the textures.
You either always use 2x4k or 1x8k etc. textures?
And thanks for the tutorial.
Correct me if I'm wrong...
Ha! Tor's work is probably one of the main reasons I decided to download the modo trial for a little experimental fun, seems like it could be pretty damned powerful coming from Max. I'm rather curious about the texturing part in modo, is it procedural similar to Substance Designer or is it its own separate beast?
Regardless, excellent work!
You should probably specifically make a tutorial about that I think. Loving everything so far. Thanks a lot for the time.
[ame]http://www.youtube.com/watch?v=buHpJSAJshM[/ame]
You must have a hell of a workflow (and talent ofc)
You're the whole inspiration that brought me to Modo. Thank you so much.
I was like how the hell did he make that in 10 hours ? I'm still impressed, but a bit less
Considering the final result/time, it's the right way to do it tho. Good tricks !
If yes,than this might be the best workflow I've ever seen
Fantastic work as always,Snefer !
I question for you since you're an advanced Modo user: What are the features you like the most in MODO that are not available/harder to use in Autodesk modeling packages?
"Any sufficiently advanced technology is indistinguishable from magic."
Fansub: yeah, no problem baking these down at all : )
Skumtron: tbh i am not sure, you can probably replicate most of what i am doing if you are scripting enough of your own stuff in autodesk packages. I guess the fact that I can do this without any scripting of my own : )
looks painful, or is there magic going on?
For example, I have a quick pipe script from seneca, but mine deciphers the thickness based off the last pipe. I see yours is a custom script where you interactively choose the thickness. This is a lot better I think. There are a lot of other things I see you doing as well.
So I'm wondering if you are able/willing to post your scripts up somewhere for download?
This would fit right into The 5th Element, they sort went for a simpler retro futuristic style. Blade Runner too and well, many others im sure.
Still can't get over this one:
Thanks Thane! Hehe, oh that old thing : D And no, im not sure what that monitor does, i could probably come up with a bunch of uses The dashboard got very little love on these models, just not enough time im afraid : /
Great Tutorials btw. Just wondering how many hotkeys do you have to remember?Plus have you got any tips as to the best way to set up your hotkeys so you remember them . Great stuff mate