Hey man is this the tutorial from cgtuts? When you're doing retopo for lowpoly, do you just delete edge loops? What is your workflow for that? Im curious as to how to retopo hardsurface models, esp if they have edges that curve when going through turbosmooth. eg. take a cube, turbo smooth it, how do you retopo that?
Thanks a lot for the info! I gave the offset edge loop tool a try, but I didn't modify any of the tool settings, but it makes sense that I'll find what I'm looking for there. I'll also try turning auto complete off. The divide edge tool is really cool, I could imagine it being quite useful in hardsurface modelling.
Oh!...in addition, another excellent online tutorial library is Gumroad: http://polycount.com/discussion/137585/gumroad-tutorials-list Plus if you've thoughts about a future specialisation somewhere down the track, then accordingly as a 3D Hardsurface Modeller myself I'll shamelessly plug Tor Frick's extremely useful GM…
Here are some good things to look at for texturing stuff to get you started. PBR: http://www.marmoset.co/toolbag/learn General Hardsurface: http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html Hand Painted metal:…
Thanks. I understand why when dealing with hardsurface, but I couldn't understand the reason for say a round ball looking creature which doesn't have those degree shifts and by making every seam hard you'll see hard seams when baking when you don't want it.
Wow i can finally see whats going on. Very nice, but do you have some soft of blockout? I find it to be very diffucult just to get on straight with the hardsurface without some kind of a blockout first so i can check how it roughly fits together.
Looking awesome Luke. Consider knocking the cavity/convexity maps back a ton though esp the convexity...at the moment all your materials have a chalky white highlight around them, I would use that more in the hardsurface spec than the diffuse mister and let the lighting carry the highlight.
It'd try to make your high poly a lot less different from your low poly then it is. At the end of the day normal maps can only do so much. You might want to start working with bevels as opposed to subsurfacce when you're making hardsurface models for this reason.
Quixel and Substance are great especially, but not limited to hardsurface. I don't really do envo or use Blender, so I can't comment on that. But I have seen ppl use Substance on envo scenes before. The software truly shines when it comes to texturing man-made objects, though.
Thanks for the comments Striker, megal, and jmt. Yellow chunks are on the agenda once I get to the hair. :) I've refined quite a few things on the hi-poly, and I think I'm about ready to move onto the low+baking. I'll take care of some of the seams/hardsurface details in photoshop.