You actually are wide open for colors. I can see it being a white marble type building or red brick with white trim. This would be great with a set of skins for a game. If the building base was red brick you could easily reskin it in editor as blue brix, etc... Same with trim. I think you should add window trim to the…
You could try and break it down into its constituent parts. Metal, plastic, dirt, glass, etc. try and plan for what type of tiling textures you will need. Ask yourself: Does the object have unique parts to it and could they be deferred components like a screw or a wall socket... etc. Using a combination of a trim sheet…
After doing an asset count I quickly figured that doing everything as a unique piece would take far too long. So here's the start of a trim texture. Gonna beat it up in zBrush a bit. I have a material set up in UDK that lets me use masks and a second UV channel to combine up to 4 tiling detail textures and colors on with…
I need to transfer UV from initial low poly to dynameshed mesh from Zbrush . I usually use Data Transfer modifier in Blender for this . It sometimes does subtle mistakes around UV seams but usually it still works fine for further detailing in Zbrush . Gemini tells me 3d max got a massive update in 2026.1 version and now…
Paid: Gianpetro Fabre for texturing. Simon Fuchs for advanced modeling and hard surface in maya and max/ zbrush as well as texturing in painter CGShrimp hard surface modeling in blender Artstation Learning: Joe Seabuhrs realistic hero prop lesson Free content to check out: Polycount wiki and the How the F Do I Model This…
@Marshkin thanks for the reference pal! i find it really hard to use proper reference, i decided to follow mainly this reference because it was the same kind of coat and material, i tried applying the same style of form plus aditional gravity or kinectic energy to certain places. pandas advice advice on working a lower…
@ Pixelmasher: cool idea about the larger clamps, I'll see what I can do about that. @ creationtwentytwo: yeah it was pretty daunting starting this scene, I haven't tackled something this large before in scale but I want to push myself and figured this would be a good way to do so. I was playing with the textures trying to…
Great thread! I've found that Slash1 is a good way to start a gap between rock formations on very basic shapes, but it's automatically masking it for me, rendering me unable take it further and give it a nice bevel and continue. I tried removing all the masks but it didn't work. Anyone have a solution? :poly132: Edit: I…
This is similar to how I did it too. Except I extracted, then use zbrush's zsphere retopology method. Once happy with the result I go'zed to Max, neated the topology a lil; and set a different material ID to the inner section - this is how you create polygroups. I then extruded the trim and reinforced the edges with some…