It would be great to add the support of the latest FBX format. Now It is 2016.1 in Maya and the app does not understand it. And it would be great to make it a bit faster. It works not very fast with meshes containing a lot of shells now(hardsurface). PS: great app.
I missed working on some hardsurface item, basically a sharp weapon, and so I picked up this Abaddon sword concept by Mango and this is the progress of the blockout. Should be able to finish it within the next two days and get back to the big stuff.
Generally spoken, "straight" uvw´s are usually better within game environments (especially for hardsurface things), since you can get your texture more crisp and its easier to texture them. organic parts are a different matter imho.
My only critique would be hoping you blocked in all the major shapes for the controller. If all you have is the front of the controller without the handle parts blocked in and you went onto do the support loops etc for the front therte, i'd say you are missing a step. It'll probably work out in this case because you are…
hey Polycount! this is my latest personal project: Spec Ops cat! i did it to get out of my comfort zone (which is mostly medieval-fantasy themed). It was a challenge to wrap my head around hardsurface design principles, but the end result was worth the effort.
Hey counters, I'm starting on a new environment piece based on a fantastic concept created for Halo 4. This will be my first project done in Modo and I'm hoping to hone my hardsurface skills and modular environment creation. So... here goes! (had trouble with the vertical :poly127:)
Oh shit! :D I finished the space-suit! Modelled the hardsurface and tech stuff in Maya, sculpted the cloth in zBrush, and textured in Substance Painter (plus some tileables made in Photoshop). 4 texture sets, all at 4K. 2 for tech/cloth on and around the helmet, another 2 for the body and gear.
Almost finished with sculpting and highpoly detail. Did some work on legs and missing parts. And now I back to the Blender. Give some love for Hardsurface parts. Pelvis now is more correct. And did some extra frame support for back armor. You can rotate it here. https://skfb.ly/6LExw
Hi @harryroy58 , Thanks so much for the kind compliment. I mostly used zbrush to block in the forms and did some retopology to recreate the hardsurface details. Brought it into keyshot and finished off by applying the materials. I recorded my process and if you click on the link you shoul dbe able to find it.
yes my workflow requires that the meshes may be open. proboolean works just 20% of the time. Anyhow.. how are others creating the lowpoly for some hardsurface sifi stuff? I can't think of any faster solution as I'm doing it right now.. but maybe I'm just missing a cool technique