frell - Thanks, I love that matcap.Good for hardsurface shit.Here, I uploaded it for you.I originally got it from the Pixologic site. http://www.megafileupload.com/en/file/326233/SculptingMaterial2PC-ZMT.html Done with my low poly and normals.Played around with the new Marmoset.Amazing light system, though still a bit…
Well, thanks :) next time I'll not hardsurface every beam^^ What's the thing with these tiling texture? I don't have that much experience about texturing yet, so my plan was to unwrap the lowpoly when it's finished and create the textures in photoshop.. Is there a better way with tiling textures? If yes, how?
I feel like the poll would be stronger if it allowed 2 options especially considering how heavy zbrush is in character art pipelines. I normally spend probably 75% of time in zbrush sculpting and use maya (LT) for blockout/retop, hardsurface when needed, UV's and export for clients.
@squeaklin - These are the ones I have custom textured, maybe I'll post some Substance materials later. The props workflow is Maya > Zbrush > Substance Painter I dont mess with SubDs at all, I just smooth / detail hardsurfaces in Zbrush.
I really want to thank all of you friends and masters for your time that you spared on my work. After first returns I considered my weakspots and as a hardsurface artist I faced that I was weak at the boolean and sculpting workflows. Then decided to model a revolver and tried to develop boolean skills on the roller part…
what if the layer I'm painting on is normal only? Height does not override the normal channel. the problem actually is only with tools, infact in the substance painter "hardsurface" folder there are a lot of normal with alpha that is totally fine to paint. I think this is a huge limitation
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.