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)
where do i go from here? or what do you think is wrong with it? i tried you Hpolish and trim brushes but they tend to smash the surfaces around. I'm not sure if these even read like rocks. I was thinking of trashing this getting better reference and starting over because it seems i'm at the point of no return/recover.
No problem man. Sounds like the next course of action might be to just start a new model then and call this done for now. I suggest you do something realistic. On the surface realistic can sound sort of boring, but if you do a really good job with it, you will find its awesome and rewarding! Example awesome art:
The most general thing that is putting me off about this is the way it is painted(sorry) It it just way too muddy and losely painted. What you really need todo is block in different planes with your colour first to define surfaces and textures. Also, put somekindof colour into your shadows. That will make everything pop…
Yeah, that was my point. By making it super accommodating and letting you use controls you already know it kind of (at least for me) kills the interest in learning and using something new. Even if the new stuff is there to learn under the surface. Whereas when I try to use Max it's an epic struggle with drama and cursing;…
lulz! sup peeps and thanks for the good laughs! I've finally got some progress to show, sorry for being lazy and slow and just an all-around bum. :) I've developed new-found respect for anyone who does hi-poly hard-surface modeling. keeping those edges crisp and the planes even is TOUGH.
Sure, I can get behind that logic but it doesn't help me too much in this case. If there's a break down of how and why wood wears X way and so on, that would help me out as well. And no, I don't understand diffuse/specular/gloss as it is applied to woods nearly as well as I do other surfaces.
go take a look at the Red and Green Channels in Photoshop and you'll actually see some stepping and a gradient. Particularly the Red channel. Since your texture is just flat surfaces with divots and bolts etc most of your normal map should be RGB: 128,128,255. In normal map terms that color is "flat" and wont have…
compared what I have in zbrush with the renders the renders are quit dark, I do agree. I thought my renders didn't do the hard surface details I had in secondary forms any justice, but I guess you are right, will harden up the edges separately and see what I can do for the normals
ah ffs JJO. Z'dam its looking quite nice, are you doing all hard surfacing in ZBrush or are you doing some essentials in max/maya 1st? And whats with the guys hands? You may find it more rewarding to spend more time on a nicer/cleaner/accurate base mesh to start off with, for the body at least.