Quixel said on Facebook: Hey guys Do not fret; we are working insanely hard to unleash this beast! We are currently preparing the servers which are already being hit hard
Thanks a lot Monophobe, yes, I know this, when the hard surface is simple it work smooth, but when import hard surface with several details doing this in zbrush is a pain (for me)
using hard/creased edges in maya to create the base is also a good to way to start... [ame="http://www.youtube.com/watch?v=q9YYgAl0FMc"]mudbox hard edges - YouTube[/ame]
The hard surface category is linking to last months concept I believe, just a heads up. These are awesome though, love that the hard surface category got some wood an stuff in there.
Nice. There's a couple of hard edges that would possibly look better softened but other than that looks really good. Edit: Forgot to mention, the hard edges are on the pommel and the hilt of the sword.
[ame]https://www.youtube.com/watch?v=R5yc7LFFxq8[/ame] Lightings! This one was hard, like really hard ^^ but I manage to get a nice Lightings and a cutout effect on the objects and the toddler!
Another quick study, decided to try out some hard-surface shapes this time, only ZBrush primitives and Dynamesh Master (no modeling). Study 28 - ZBrush Hard-Surface
First question I would ask is why are you using displacement? What’s the goal beyond this test asset? Displacement is a pain in the ass, hard to edit, and uses a ton of memory. Most productions I’ve worked on actively avoid it, unless there’s absolutely no other way.
There is the current stage of the scene. At first, I created MM for ID masking and Vertex Paint, but then I learned that I can't use Vertex Paint for nanites :( After hard thinking, I decided to take good textures for wood walls from textures.com and modify them for my wall needs. As they should not be damaged too old they…