if retopo is needed for organic shapes then i either have a workable basemesh as my sculpt level 0, or project the topology i want over the highres. and for hard surface assets there's usually a sub-d cage available to serve as a starting point. the auto-retopo solutions i've tried don't satisfy my clean-mesh-OCD and…
I'm not an expert, but from what I've seen they use LED panels to light the surface from different sides and then use that to generate a normal map. And they use cross-polarization to isolate the specular. Camera stays stationary. Whereas with photogrammetry you move the camera and use parallax to generate the surface. And…
Looking pretty kewl, I like the designs. Look forward to seeing them painted. I don't know about mudbox but, The newest release of Zbrush actually has some really neat new tools specifically geared toward hard surface modeling and is on its way to tackling this issue. I would prolly still start in max or maya first, but…
Looks like you'll either have to deal with some squash in the indents or stretching on the larger surface area. OR you could detach the indents and relax them separately but that will create more UV edges and more verts overall once you get it in game. BUT you could stack all of the indents on top of each other and save…
Unwrapping: Look for surfaces that can share material (like all the roof areas). Design a layout that allows all those to share one material. Are you being limited to a single texture map for this area, or can you multi-subobject it? When laying out the texture or textures, remember to acommodate aging effects. Likewise,…
Also, there was some talk of it being POSSIBLY linked to glabal warning. The biggest problem is that there isn't enough long term data to prove that hurricans aren't running in cycles, however research over the last 15 years has shown that the size and ferocity of hurricanes are linked to the surface temperature of the…
So i need to deliver this model including textures and VRAY render really soon but what i'm seeing here has been bothering me for days, the client require seamless in almost any visible surface or half - visible surface so i don't have much freedom in unwrapping it. I've tried many iteration for the seam but this is the…
Hello Polycount! I just recently started working with ZBrush on hard surface models, and I wondered about what's the best retopology option for those. I know that ZRemesher is not ideal for characters because they need to be animated, but is there any disadvantage with using it for hard surface? What I'm thinking about is…
Hey guys Last month I started this idea to recreate certain props from varies game series within a single month to start building up a stronger Hard Surface Portfolio. so to begin with was a small batch of fan art from the Rebooted Wolfenstein series. Hope you Enjoy. For less compressed shots and wires…
I do a lot of hard surface modeling, and some of the models that people are putting out of Fusion look incredible, and they put them out in a tenth of the time it takes me to make something like it in 3DS Max. The only problem is, the topology is worthless as a game mesh, which are the types of assets I mainly design. Is…