3d coat has a number of advantages over Substance Painter 1. you can paint with different brush dabs/pictures alternating randomly , kind of "image Hose" of Corel Painter 2. you can always work in final resolution up to 16384 and see what you actually paint 4. you have better control over edge detection , edge rust…
What you're talking about seems to run parallel to the monkey ladder climbing experiment. Basically "I don't know — that's how things are done around here" I personally encourage everyone to stop and ask a lot of probing questions whenever they run into that mentality. That's not popular in Chinese culture and its a big…
I'd probably up your polycount a bit (smartly) to make things less boxy and perfectly straight. Areas like the wooden board fence could be broken into having an actual modeled out board for each with some slight gaps inbetween them rather than completely solid. You could also probably add more edges and extrusions to…
Hey ! Ujani already gave you some answers and here's mine to complete, It heavily depend if you model for film or game, mine would be more oriented toward pre rendered film / cinematic Should I always aim for quads? Basically yes, but the real answer 'd be " if it bend / distord you should have proper quad / edge flow…
@Paperbag - You've made some great progress this month, keep at it! @Tyn - Helmet is looking really nice, can't wait for the ingame shot! @MDK - That hairstyle fits him very well @TtraG13 - I would agree that the assymetrical blade throws off the sword a bit but I am looking forward to seeing more of this. The concept…
Both have their own benefits and drawbacks. I will list what they are for me but you're the one who has to give both a try and decide for yourself which is better. Here's what I observed: ZBrush pros: -Integrated topology tools - no need to use an external app and import/export the mesh -High-res mesh does indeed look…
@rollin ok, I'll show my process so we get this clear:D. I may be doing this the nonconventional way that's why I'm asking. Lets say i'm making a "pillar kit" with one 3m and one 5m long pillar. I make high poly versions of both in Zbrush first, decimate both and then UV low poly versions of both in Maya. Here's how I…
I've gotten a fair share of work over the last year that was very mock-up heavy. There were plenty of opportunities to use zbrush for hardsurface work where it would have been a complete waste of time to try and block out the same thing with clean subdivision topology. When it comes to making adjustments like edge bevels…
I'm not sure what you mean by that? Loop and Cut tools have had pre-vis for as long as I can remember. Even in sub-d preview (hotkey 3, and I think shift-3 for cage+sub always on), the cage becomes visible one you start one of those tools. Generic tips: Set up a simple marking menu to put common tasks in, start off with a…
Thank you guys, I tried to reproduce every detail just for practice, I'm quite sure no one would do this in a studio, since it requires a lot of time. Shame on me because I still cannot texture, it's one of the think I'd like to practice in Polycount's Workshops. Any good tutorial about texturing this kind of object for a…