Ye, that's smoothing errors which you get when doing hardsurface normalmaps. I wrote an article explaining them and possible solutions, hope it helps :) http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
+1 for UVLayout. Very efficient for hardsurface and organic UVs :) It gives you a 80s feeling with its keybord-shortcut-only interface. Turn on the knight-rider intro music and feel like the Hoff!
Hey there! I'm working on a small project for a mobile game and I want to use a hand painted look to a hardsurface model. However I'm having trouble tackling the workflow and I'd love some advice on UV layouts and the process I should best use here. Here's a paint over showing the type of effect I'd like to achieve (It's…
Hey there everyone, I'm trying to model some capsule indents into a panel of sorts for a sci-fi scene. There seems to be this odd bump when I apply turbosmooth and I can't seem to fix it :/ Any help is appreciated!
Found this concept from remotecrab131 and thought to give a shot on 3D. The blocking and UV's are done I guess, now I gonna try to texture on substance painter. So far just basic surface shader from arnold:
Hey guys ! I've decided that creating a tank will be great example to polish my skills in modo and get criticized and get better as an creator So let's start ! Thank you for upcoming advices and comments in advance.
Hey I've heard that you need to use straight uvs with hard surface models I was wondering why? Also do all edge need to be straight or only the borders?
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Gotta be honest, apart from novelty value and easier to design, it still looks like a blobby car done in zbrush. I'd just redo it with the regular hardsurface methods once you've established the shapes...