I've been messing about in Blender, off and on, for the last year and finally decided it was time to take a relatively complex asset through the full pipe without resorting back to Max. The last personal weapon I modeled(tactical shotgun) I used to get the basics of Blender 2.80, but I ended up getting frustrated and went back to my comfort zone in Max. This time around I had more experience in Blender so it's 100% done there: modeling/unwrapping/baking/final renders - texturing done in Substance Painter. Target was around 100K on-card verts or triangles. I wanted close up folio shots so I went 4K maps with around 7 texture sheets.
I'll post a breakdown and more renders over the next few days as I haven't done one for a while and I'd like to share my thoughts on the process in Blender, particularly, as I baked the bevel shader with no high polys involved at all. I still have some tweaks to do on the texturing(don't we always
), but I also set a 3 week time limit so I still have a few days left for final tweaks.
With Ammo
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Cloth was done in Painter. After 15 years modeling in Max I'm really enjoying Blender's workflow.
nice texturing with the cloth, thought it was sculpted!
Here's a WIP from a weapon I did a while back. All the wood damage is 'sculpted' by hand in Painter.
Lighting variants.
@Alex Javor No 2nd amendments rights over in Ireland so I'm afraid not. I had to resort to boring old ref images. Thanks mate, very good of you to say. Appreciate it.
@Kanga Cheers mate.
@sacboi Haha! I'll try and put a few thoughts and images together in a breakdown when time permits. Probably nothing too special, but hopefully some of it might be of interest. I'd like to do it for myself too as this is my first Blender project.