Very inspirational thread man! :) How long did those rocks take you? Also, I really like that hard surface sculpt, do you have any tutorial you followed for workflow, or just general workflow for hard surface sculpting? Need to make some for my current piece :)
I'm using this script and works great, but i have a problem. I've wrapped my object on a surface and blend it back to it's original shape. That looks ok. But now i want to use the surface with cloth. When the object animates it falls apart because the seams are not welded back. Someone knows a solution for this problem?
Yea, the density was rough for me. I had never done hard surface and baking before, and I ran into the issue of the normals looking faceted because of the rounded edge, so I had to add more edges. Hopefully I can fix that kind of stuff for my other hard surface endeavors.
Balls... It seems that Surface Luminance only outputs a value at render time, so its not giving any feedback in the viewport. This is no good for me as this is eventually being used to drive a set of bones. I found that the lightInfo node gives you a value based on the distance of a light from a surface - but then…
Oh yeah. The reason I am doing that is to soften the normal that is coming from the metal materials. When paint is applied to a surface the surface becomes slightly less sharp due to the paint spreading into the cracks and finer areas so llbluring the normal when paint is applied works as the same idea for the painted…
Hey guys, I've been trying to make stitchings in zbrush using custom insert mesh curve brushes, but I often have this problem that is so annoying. It mostly happens when I try to bend parts of the curve to position it better: On simple surfaces it's alright, but if a surface bends or anything, it causes stitches to lose…
Hi guys, I know this will be a debatable subject since it's a matter of opinion but I'd like to try texturing hard-surface objects in a 3D environment. I was wondering out of the following list, which ones would you say are 1) The most user friendly and 2) Practically, in the sense better for hard-surface texturing in 3D?…
Doing a hard surface model with displacement is a bad idea. Displacement is good for rough surfaces like tree trunks or skin. It's not good for armor or machines because you're going to be trying to draw diagonal lines across a grid. As I said before it would be simpler to just have a very high poly model.
Thanks man! :D Cheers :D Here is an update on the robotic arm, In all the ref images a lot of surfaces are covered in fabric tarps but, i really like the hard surface metal look of the main concepts so I am going to stick to that. Will likely have it moving a module or something in the final scene
Finished the UV Mapping today and did the first bakes (AO & Normal without surface details). I exploded the model for the first bake to make it easier to find errors. This is the InGame Model with AO and normal so far: Tomorrow I will fix the two error in the middel part and begin with the surface and normal details