As stated above brdf is an approximation of how light interacts with a surface and has cock all to do with pbr as a system beyond the fact you need one to shade a surface I feel that the question is set from a position of ignorance and you should ask for some clarity on what they are expecting you to answer
I think this looks great so far! It would help to show your model shaded, rather than only in white/wireframe. For example here's a great way to show off subdivision surface models: https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make Also, this article is an excellent read on…
I've been busy as of late, but I just started working on trying some more hard surface shapes than my usual affair, I want to try damaging them as if sculpted next. More shots over at my artstation! https://www.artstation.com/artwork/pbr-procedural-hard-surface
When working on HighPolys try to keep your Topology as clean as possible. For example: For a 90° Curve its enough to have 2 or 3 Edgeloops in the Curve. The more Geo you add, the Hardedged your Mesh will look like on curvy surfaces. Or try to bend surfaces with a modifier and not by hand. The results will be cleaner.
Yes, there are very thin surfaces in the scan which is agisoft not possible to mesh (he just makes big holes there) so i need to mesh those thign surfaces by hand in 3ds max for a friend on a project we are working on. Which application is able to export/save out rcp or rcs please?
Awesome wheel barrel. I really like the rounded corners on the barrier, did you do that with just diffuse or is there a normal map there? The faded graffiti on the top of the recycle bin is in an odd place, I'm not sure someone could write that clearly on a bent surface. Usually taggers pick clear smooth surfaces?
no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…
I would go a bit easier on the metal. You're using one of the hard surface brushes in Zbrush to get that hammered look, but a dagger is fairly small and that would have to be an even smaller hammer. I would try to do it less uniformly over the surface and keep it to a few areas. Looks good though
Rapscallion: depends on the surface, if its a surface where i can get away with just photos and ndo for example I tend to do that, otherwise I mix it up a bit and do both sculpting and ndo to generate the normalmaps. Random updates, making more buildings, new shaders, working on the city walls : )
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 :)