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.
Hello, im starting to concept some ideas for a possible first prototype on UE4 Interface and anime characters are placeholders for now. I tried doing the railgun the mech carries in zbrush but it wasnt a good idea after all, next time i will try to do all the hardsurface stuff on blender.
A nicely condensed concisely narrated set of tutes, thanks very much for the share and also effort involved putting this series together. Cheers. EDIT: Will definitely give your workflow a run through, I'm always interested in what other artists are doing inside Blender as a hardsurface modeller myself.
I started working on this Character last year, using Changwoolee concept and various other references, i am giving up working on this one now Used Zbrush for Sculpting Hardsurface and the Character, Maya for Retopology and hair cards, Substance painter for texturing and Marmoset for Presentation, Thanks to Andrew Averkin…
Hi , I am trying for first time approaching the hardsurface modeling throught subobj division and so applying creaseset and then opensubdiv, the difficulties I am finding is when I met triangles and how to solve them to keep an all quad subdivision ... How do you do ? and what of this solution is it correct or wrong?…
I'm primary a 3dmax user, but I've been using Modo recently and found the Action centre, Element to be invaluable when creating complex hardsurfaces. Is there any script or method I'm missing , for 3dsmax, that would allow me to quickly select subobject elements and then tranform them using another subobjects alignment?…
Hello, my Name Is Evgeniy, my specialization is hardsurface modeling props/weapons. I use programs: * Blender3D * Zbrush * xNormal * Photoshop * Substance Painter * Marvelous Designer * UVLayout * Marmoset Toolbag 3 I'm looking for some freelance work. My portfolio on ARTSTATION Email: evgeniy.ilnitskiy.3d@gmail.com Some…
@Eric Chadwick Sorry for the late reply: I do own UVLayout, can you elaborate on the automated workflow it enables? I have always used it for manual unwrapping of delicate hardsurface and organic objects (fancy manual pelts and all that), but I'm not aware of any way to generate full layouts there automatically.