First post here on polycount. Love the atmosphere and the positive reinforcements, and especially the critiques.
Posting my most recent study and work. I'm comfortable in zbrush, but never did any hard surface stuff, so i'm trying my hand at some new components and working pipelines current progress shots.
The original Sketch and base model
Blocking in shapes
Blocking in detail
Its slowly getting there. Any critiques/feedback is greatly appreciated.
Replies
so how long did it took you to do that, up to this point (your current post) ???
i will definitely follow this.
I wonder how you gonna UV map this guy, would love to see your process.
are you going to make a low poly of this robot ???
I've been at this guy off and on for about two weeks. With other school work and what not getting in the way.
After i've finished sculpting him, I'll take him and retop him according to how he'll animate, so retaop things like the body and the turbines together. Then taking the individual pieces I'll unwrap them according to their groupings (mostly pelt mapping)
I prefer low poly modeling myself, its fun to get the details to show in the texture and not just rely on geometry, though this guy will definitely be a challenge to keep low poly.
I'll post progress as I go for sure.
Lol. Been switching back and forth while modeling. Here's a more interesting shader.
Being new to xNormal, is flipping the g Channel just the click of a button or drop down menu? I'll derp around and see if i cant find it. Thanks again for feedback.
Texture sheeeets!
LRoy: most likely the diffuse, the normal map is pretty straight forward in terms of details. I just got super into adding noise where I could i think
Also, here are my main texture sheets, minus the glow map, which is just the blue spots from the original texture only brighter.
Great work by the way !
feels like you only darkened your spec map
I tend to work similar to how i use photoshop, with a number of different layers, which is this case was subtools. With each piece a subtool (as you can see in my first post), I can easily modify one piece at a time independently. To give pieces a nice clean edge and overall shape the Clip curve tool was a huge help!
As i continued in my workflow, adding small pieces here or there, I will mask off a subtool and extrude the area for a nice clean piece of armor.
My brushes consisted of clay tubes to build up pieces, trim dynamic to smooth, polish to round edges and Dam Standard to add panel lines. Custom alphas are a must as well once you get to the high poly for baking details!
Definitely. No project is ever finished.
That said, i feel that the grey areas were definitely overlooked, they are super flat and have a very small bump at best. I appreciate the feedback. As for cube maps, i've never worked with one myself, but I'll do some research.