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…
Hey guys I know this is a topic that we can discuss endlessly. I've been using Maya since I started my 3D Game Art Journey. Now, all the crazy models / weapons / hard surface art I see on Artstation was mainly made within 3dsMax. I love Maya. It's interface makes so much sense and it's easy to navigate and I'm very fast in…
I have here an equation. where I is the RGB color to be displayed for a given point on the surface,kd is the RGB diffuse reflectance at the point,ka is the RGB ambient illumination, l is the unit vector in the direction of the light source, and n is the unit surface normal vector at the point. From what I can guess. kd…