Made the first of the new trim textures and a few modules to break up the larger brick surfaces. Was also my first time using zbrush on a project. Starting on another trim set with will be all or mostly metal elements. I plan on using the metal trim for decorative parts of the scene. Here are a few shots with the new…
My favorite baking software has always been xNormal and believe it or not: Autodesk Mudbox. Even for hard-surface models, I find the Mudbox tool not just good and accurate, but it is also very fast. And xNormal comes with so many good settings you should have that piece of software in your art toolbox imo.
<font color="orange">*Update* </font> Not through with first pass texturing, but here's an update. I've been sticking way too much to my start off palette. So now I'll be doing different shades of the colors in my palette for my texturing. Right now it's getting texture on all my surfaces that's the goal.
Hmm you guys are probably right, adding more misc writing/instructions would break up the monotony a lot, I shall give that a go.. snake85027 , you mean, add a blue tint to the metal to sort of fake light falling off onto the surface from the screen? ScoobyDoofus - This is max 2012, Xoliul shader
something you might want to note is the amount of empty space in the renders when you crop you should try to make the ends spaced from edge of the canvas more evenly. there's too much empty grey, and no real focal point. maybe try brightening the gun, and more highlights on it so show the surface quality. inspiration?
Thanks, I will look into Mike Jensens too. I am using 4R4, I do not know how old that is but nonetheless it does the job. Fine tuning aspects of the structure. Aimed to get the areas that define the silhouette and create detail from a distance. Next aiming to sort out the anatomy and structure, then get the skin surface…
Working on this sci-fi "pod", tried to get this hard surfaced bitch done in Zbrush but turned out to be very tricky. Adding the little details on the top part didn't really go well as I expected and took way more time! Also I'm kind of stuck with the design, any suggestion or paints overs are welcome!
Yeah,what ceebee said. First make a basemesh with good anatomy. Then make a proper high poly mesh.Right now it looks like you just smoothed your lowpoly. On your concept it looks like a hard surface tech suit,model that properly. Because right now it doesn't look like your concept.
thank you so much for the clarifications. one more question, what about smoothing groups? dose my high poly smoothing matters? or its only the low poly one's? I've read somewhere that you put all ur low poly under smoothing group 1 for hard surfaces modeling. Is that a good approach?
I needed a box for something, I like how it turned out. I just got through playing portal 2 and wanted to try my hand at hard surface + organic. (I'm aware I mirrored the textures on the planks but since this will be just a random asset I didn't really see the need to texture the entire thing)