hey, long time lurker on this forum and wanted to ask a question about hard surface topology. I'm taking an online course and it was going pretty well until I reached this part of a GameCube controller. from my understanding, I thought it was a bad practice to have a lot of poles... and I also understand this is a flat…
Random looking speed-model from a new faster process I started using for making hard surface stuff in Blender: (this topic should have more hard surface stuff) And a sculpt:
Hey pumbaa, they were placed using the smart duplicate script from ticket01. Basically it allows you to project them onto the geometry using splines as guides and an underlaying surface as the control surface.
Some things that game engines barely or don't even consider: Motion Blur Subdivision surfaces Displacement Fur and Hair Post-processing Sub-surface scattering Volumetrics Efficient memory usage
thanks folks ^^ ripper351 - for the sweater surface I used surface noise in Zbrush with a custom alpha in UV mode. Also I made UVs in UV Master plugin in ZBrush for this piece of mesh.
If a metal surface is covered in paint, it's no longer a metal and should be treated as a non metal surface, same thing with rust and other materials on top of metal. An exception to that would be metallic paint, but that's not very common.
love the textures :D , a suggestion though and it could be just me but some of the harder surfaces (cannon, well/pots) could use more crease or a hpolish to give it more hard surface definition
Yes, intersecting is ideal. Think of the low poly as an average of the high poly surface- you're setting each poly up to capture the highest and lowest points of the surface it covers more or less equally.
that was quite easy in claytools you could just create a spline onto the surface and use that to chamfer the edges, as you felt the surface it was reaaaly easy to apply the splines where you wanted them
Hello, My name is Nikunsh, and I have been working on Upwork as a freelance 3d artist. I am looking for some work that would further improve my skills as a prop artist. I am specialized in creating hard surface game props. Here is my skillset: hard surface modeling 3d texturing UV mapping digital sculpting portfolio link:…