I am just not getting it.
I have been looking at the armor in Mass Effect, and some of the ships in the new Trinity System for EvE Online. Thin and deep lines denoting the segments in machinery or armor are everywhere; additionally they follow the curves of some very anamorphous and organic shapes.
I am pretty sure this are modeled in, in the highpoly and drawn into a grey-scale map that will be converted into a normal map (following the contours of the object). Going for that rounded but hard edge creases; how do you ensure crease are deep but defined rather than shallow, during a Turbosmooth?
Any examples, work-flows, or tutorials would be appreciated.
Replies
Take a look at some other artist's wireframes. Maybe EQ's down here, it's a pretty excellent example of hardsurface modeling:
http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=249669&page=0&fpart=1
Ego farms is pretty nice.
http://lounge.ego-farms.com/showthread.php?t=322
3d palace
http://www.3d-palace.com/
Most of them are worth the wait. I thought the tutorials for XSI are better than the ones for Max when showing off sub d on mechanical objects.
The other thing you could do is download the demo for Modo and all the tutorials that come with it since they have some excellent sub d tutorials on it.
Alex
I suppose I don't understand what you are illustrating.