Decided to participate this month, despite not having max up and running at the moment, this should be a highly interesting challenge. Heres my quick blockout, I want to get all the big defining shapes in before I start in with the accessories (also a bit afraid of hardsurface zbrushing, any tips would be awesome).
3. ◀ A.DRON.AI▶ 🤖🤖🤖 This is my favorite pilot for this game and I like the combine of hardsurface with the clothes and Holograms faces 🤖🤖🤖https://www.artstation.com/artwork/4bxAOl https://www.artstation.com/yeibodmer https://www.instagram.com/yeibodmer3d/
Teddy, Eric or Wiktor Can we please have an answer to this question about the GPU baker? :) http://www.polycount.com/forum/showpost.php?p=2349398&postcount=148 I'm glad to see many others in this thread are also curious about hardsurface curvature.
Besides its lack of support for D3D hardware shaders, I'm loving Nitrous. It took a 1.2mil highpoly hardsurface model I was working on and absolutely manhandled it like a boss. D3D display driver just about swallowed its tongue trying to cope with that.
There are a lot of entries, sometimes I'm not sure if people who post finished projects for example really look for critiques or advice. Would it help to create sub-folders for categories like WIP, finished etc. or even something like hardsurface, character, environment?
Looks amazing! I find weapons can be the most enjoyable type of hardsurface scultping because you can concentrate on the different parts! Love the subtle noise on the handle, maybe some noise on the rest could tie it in but it still looks very professional
Been playing around with the void idea, have decided against it for the main structures (Inhib and Turret) but am keeping it for the creep den. I decided to change due to the breif wanting the specific hardsurface modeling. The idea i am going with for the creep den.
The other presets just seem to merely either do nothing or just add a tint. Is it due to me not having enough maps or something? My hardsurface model has a normal map baked off of a hi poly, and ambient occlusion. The curvature map was generated in ddo.
My name is Alex and I am currently available for any freelance or onsite paid work. My area of work is Environment and Prop art both hardsurface and organic. My portfolio is here http://alexwellsartist.weebly.com/ please feel free to contact me at alexwellsartist@gmail.com
Exaggerating the highpoly isn't what solved the issue, but jsut gives a nicer result. You'll be able to see the benefits of your normal map bake much further away, rather than exclusively extremely upclose. The unwrapping part is just to follow along this golden rule for baking hardsurface/any asset really: