It's been a log time since my last post on Polycount... so here we go again!!!
This is a 3D real time helmet I made trying to improve my hard surface skills and find new ways to texture in Substance Painter.
Love the mix between the curves and lines in the helmet. He creates a perfect balance among organic shapes and hard surfaces. That's why I tried to transport these contours to a 3D model.
The model was done in
Zbrush, retopo in
3D Max, baked in
Susbtance
Artstation pics HERE https://www.artstation.com/artwork/aAQy9
The model was done in
Zbrush, retopo in
3D Max, baked in
Susbtance Designer and texture created in
Painter.
Marmoset was used to get the final renders.
This was the first steps and blocking in Zbrush using Dynamesh, then I started to polish every piece of the helmet till get the final result.
Replies
I'll try to make a little tut or something, maybe some pics to explain it. But to resume that I used three different methods:
1- Use 3Ds Max to create the base mesh, assign different smoothing groups to each part of the model where I wanted to have a sharp edge. Then applied a turbosmooth modifier that allows to subdivide the mesh according to the smoothing groups and make like 3 - 4 subdivisions. Finally I applied another turbosmooth to make smoother the surface of the piece. Then I just push GoZ.
2- I create the individual piece in Zbrush with Dynamesh, when I'm happy with the result just try to polish the surface with H Polish brushes, making clay polish or even making a Zremesh in a cloned tool, creating different polygroups, Applying a crease PG, that creates and edge around the polygroups and then subdivide the tool.
3- Create the hole helmet with Dynamesh and extracting the pieces creating masks. Then Dynamesh the piece, polish, Zremesh and carefully with Hpolish create the clean surfaces. Other option if you don't want to extract the mesh and have more control over the shape is to mask the part you are interested in and split with masked points. Then with the new subtool go to the Geometry menu and make a Panel loop. that way you will get a smooth and clean tool with the volume extruded.
And I think that's all. I know that it's not a very complex workflow and there are a lot of different ways to create hard surface directly inside Zbrush, but those are, at the moment, the most efficient workflow for me. I'm constantly looking for new ways to work so maybe I'll implement new ways to create hard surface in a few weeks