Hey, i wasn't able to create much lately due to being busy with non 3d art things, still i was able to call this one finished, worked on and off on it for a few months. By the way, here it is, just some kind of huge drilling machine with mecha legs.
Of course feedback is welcome, all the pictures can be found here
https://www.artstation.com/artwork/lr1PV
Replies
Modeled in sub-d and baked down to the LP using Xnormal, used a lot of floating geometry. Also i agree that what i had in mind as dirt really looks like oil , didn't put enough tought into it.
@Port-seven Yes that is SP, i recently bought the indie license version and decided to give it a try, really quick and powerful software.
Thanks !
Thanks mate!
@Airdrummer I exported the hp to marmoset to take the screens and the export triangulated the mesh, i forgot to check quads in the exporter my bad.
Reuploaded the screens with quads.
That's a floating inward bevel, doesn' look too bad right? Will look pretty much like that when i bake it on the normal map.
But this is what happens when i change the camera angle looking at the high poly:
So basically floating geometry is a really good idea when you plan to bake everything down, but if you are working on a higpoly for cinematics or movie (or in any case where you are not going to use a low poly and a normal map) then you may want to consider modeling some of those shapes in, to make it look right from all angles.
I work also with SP and always have problems with the edge wear generator. Either it didn't show anything or the "edge wear" is more like redrawing the edges with a "silver-liner".
@Dethling Thank you! Yeah, i should have made those edges less obvious, i think that experimenting with different curvature maps and generator settings should help fix that.