Crosspost I've been brushing up on my substance designer knowledge and practicing some more interesting shapes and layouts, more shots over at my artstation! https://www.artstation.com/artwork/pbr-procedural-hard-surface
client work I had permission to show, yay! Marmoset viewer : https://www.artstation.com/artwork/lrrlz DDO quixel 2 for textures, zbrush was used for skin and cloth, 3dsmax for hard surface work and finally maya for retopo.
I am appalling at making mechanical, hard surface stuff, but I am trying to get out of my shell a little by working on a fictional camera for a game I am making. That's some god-tier stuff, @Snefer :O
Starting a new scene consisting of an aged church to practice modularity and texture sheets. I really like the surface detail on your armor pieces, the reflections and normal look great. Do you have a thread for it? Pretty tree too!
I would say about 50% Zbrush. I started using it for the hard surface stuff towards the end of modeling this guy and realized I could have used to for almost 100% of it. I used a lot of Michael Pavlochich's techniques from his YouTube channel.
Too bad there's no more weekly hard-surface challenge this year. Ah well, there's lots of reference pics there I haven't tried to model, so I guess it's time to start modelling them! Done this one previously, but just had a time to do a Marmoset render of it.
My latest 3D endeavor. Design inspiration and surfaces reference comes from f-35 lightning helmet as well as some older soviet helmets. It was modeled entirely in Zbrush R6. Rendering and material set up in KeyShot 5, textures come from dDo2.
Abandoned Packing Machine Abandoned Packing Machine Unreal engine 4. Made Some changes to last texture,added more aging to surface to enhance look and feel. Props are taken from unreal free library,just made texture change on them. Comment and Critics welcome..
I really dig this! This is something I've been doodling the last 2 weeks or so as hard surface practice and to learn the Zmodeler tools because I don't want to be a lazy fuck who doesn't learn new tools. I like the helmet and the torso not sure about the rest. We'll see.
Worked more on how to mask my decals properly. I figured out I could use a local tri planar solution for projecting the underlaying texture to the surfaces around the decal details. So if I have a bevel decal , and a screw on it for example, the bevel's texture alignment with match the underlaying object's material if I…