Hey guys,
So i've done quite a lot of hard surface stuff before. I definitely need to work on it, but when I look at something like the image below, I wonder how on earth the armour interlocks so nicely, and there is so much detail all over.
Is it a matter of me really needing to improve my hard surface modelling skills, or do the majority of character artists now use zbrush to create their armour?
Does anyone have any tips on how to create a highpoly armour that interlocks (like on the stomach area of the above picture), without using zbrush?
Basically can anyone explain how they would approach something like this, coming out of basic box modelling props I really need to learn how to create organic hard surface shapes like on this character.
Thanks.
Replies
http://eat3d.com/dozer_part1
There is no magic bullet, just learn the basic and core ideas of how to model certain elements, and adapt however you need to.
Also, I wouldn't be surprised if they generate the Normal maps using nDo for the more 'straight details.
http://www.philipk.net/tutorials/ndo/ndo.html
In regards to hard surface workflow in max, I guess the only objects that really confuse me, are interconnecting objects such as (red arrow): http://img706.imageshack.us/img706/6594/shouldergh.jpg .
Perhaps I should post this in the how do you model dem shapes forum.
In regards to the straight details on the torso, I noticed slipgatecentral used some method in cutting his dominance war mesh up in zbrush and bringing them into maya and basically shelling them. It looks like he's drawn out his topology, then retopologised, but i don't know how he's cut all the sections up(which he skips in his short tips and tricks videos). http://vimeo.com/5734031 at 1 minute if anyone is interested in explaning