Hi Guys, So I have started to play around with quixels mixer. Tested it out with a roadside environment I planning to make. I downloaded a few different things from the megascans library. Road surface, pothole decals, painted lines and a few other things you would see on a road. The problem I'm having is that mixer is not…
Hi Its my first time modeling a hard surface character in Zbrush, and I am really confused, I will be really greatfull if someone will shed some light on the topic. My issues are : 1. How will you rejoin all the subtools with details on them together to create a single low poly mesh for games.(my hard poly mesh has way too…
I have recently signed up on Digital Tutors and am going through the learning path "hard surface modeling in 3ds max". So far things are going well but I feel like I am learning nothing at all? After each project I think "great I learned how to make a sci fi rifle, but what does that have to do with this" Just so we are…
Hello everyone. I finished my Chappie bust hard surface modeling and would like to share it with you. The "Chappie" movie was always one of my favorite ones and I had a lot of fun modeling this bust based on the concept of this incredible film. The main goal was to focus on studying production topology for hard surface and…
WANDERING EARTH - Surface Elevator (Those drawings were made on paper and then shaded in Photoshop) This was the first drawing we made for the movie Wandering Earth. At the time the project was still in pitch so this picture was made to convince investors that we knew what a Chinese sci-fi movie could look like. This…
We thought the example of the robot being automatically unwrapped was fairly misleading. This was due to the automatic unwrapper only being able to give one UV shell per mesh. It seems that this tool works for some organic examples ( such as those given by yourself) , but isn't ideal for hard surface unless the mesh is…
Nice model you got there. You could unwrap everything to a single texture sheet. One of the advantages of modern texturing / material workflows is that it's pretty straight forward to define multiple types of surfaces (metal, rubber, plastic, etc...) with a single set of textures. You could break this into separate texture…
Yes, that looks much better I'd say, look how much harder the actual surface looks. See I don't use Maya much anymore so I am not sure it has modifiers like 3ds max or not... but these videos should still give you a basic idea of how to make it easier... Check out this video : https://www.youtube.com/watch?v=koWqOYcmqTs…
Hey Don, I updated the image in post #14 to include the UV's, Normal Map and the first pass on the diffuse. Hope that helps. Looks like your bakes are coming right along as well. Looking pretty clean, not seeing any projection distortion or edge seams on there. I would be curious to see how the panels would turn out using…
For me lowpoly is not the question about 'how low can you go?' I tend to think of it as 'optimized model without losing any quality'. For your screenshot above you have alot of thing left to optimized. A good method I use to optimized my mesh is to go for a flat and faced shaded, turn on/ off the wire overlay, if you see…