Main focus is creating game assets - weapons, props etc. My current workflow includes highpoly, retopo and UVing in Maya 2016, then doing all the texturing in Quixel. I'm still a newbie in the CG area. I love Maya to pieces but I feel like I'm spending too much time making subdiv work and messing with topology I'm going to…
Let's assume the high poly's topology is a mess so no edgeloops to remove, need a completely new mesh. Looking for tips to make this tedious job easier. Auto retopos are not working well, they don't respect edges very well even with guides. Manual retopos are tipically hard because I need to click precisely on the edges/…
Yea, it's pretty clear now from just an interoperability and pipeline stand point that for the majority of hard-surface assets it is worth spending a little longer to have perfect topology and a nice non-destrucive/easily-changable stack.
Just commenting on the hard surface piece. Really nice topology and edgeflow going on there to output those iconic details characterizing an Isetta plus likewise I'd personally wouldn't be adverse in submitting for roles, straight away. Goodluck.
Hi, I'd go for something like this topology-wise. The most important thing in my opinion is to preserve clean edge loops where the surface makes sudden (hard) changes. Keeping it quads isn't a must, but won't hurt. This is the starting point to add more edges to define surface where needed.
Definitely start with 3DS Max, because it is important to learn how to create models with clean topology before you jump into using tools or plugins that speed up or automate the process. That being said Zbrush can certainly be used to work on hard surface models. If you are looking for tutorials check this out It has a so…
I became interested in it because it was able to bake the armpits here without any artifacts. It produces very clean normals quite easily as long as the topology is okay. Using cages I always have trouble on sharp angles like this that are not cage-friendly. If it doesn't work with hard-surface/creasing I will only stick…
Hahaa... I am not good at hard surface modeling. I might have better luck just beveling the edges and bring it into ZBrush. I've been consulting the hard surfaces thread in the Technical board here but I think I need to re-layout the topology on it before I get started. n88tr Do they look fat because they of their…
Here's tonight's progress on the high poly. About 8 hours in. Some of the curvy surfaces are hard to get smooth. Had to re-make the trigger guard with better topology to get rid of denty and blobby artifacts. I'll probably have to work the body of the rifle a bit more as well to get nice topological flow. Oh well.
Yep, I strongly recommend it for hard surface stuff. You can do everything you want and not worry about topology and shading. Also, Fusion 360 has timeline which is really powerful tool for concepting and modeling.