yeah MoP, i was thinking of using it more for base meshes, however if it could do hi-res hard surfaces like max/maya or better, than it would be better choice for me. Anyone done hard surface stuff in silo? oh and thanks for all the feedback guys.
Do you remember how some big action movies from the 90s had those neat miniature & matte painting cities that were heavily exaggerated? I would like to make something like that for 1990s Los Angeles. My pitch is an open-world, third person, action game / simulation set in megacity LA. There are many great films set in LA…
Lol. A hard surface artists taking a crack at this would be a disaster. perhaps next month. Any thoughts on what the next character is going to be? If its less fantasyish and has some hard surface on it I might be inclined to dust of my zbrush skills and bust out a shitty character :D
Have you tried using splines. In max we can paint splines on the surface of another mesh and then set the spline to rectangle, or "sweep" a profile shape over the surface spline. In an ideal world, roads would be built like they are in CryEngine... oh such a sweet system. http://youtu.be/e-QFE0AJM3U
Working with hard surfaces in zbrush I'd use the 'doughy' section as a base and zsphere retopo the shapes wanted, then you can crease the hard edges and sub divide the mesh to make a smooth hard surface. If you've not done this before just youtube zsphere retopo in youtube, plenty of videos up there
Stunning work, beautiful lighting and in general some great detailing. I love the antler chandelier. The only thing that jumped out at me was the use of a normal map ( or the diffuse/albedo being used for shinniness / roughness ) on the dark worktop surface. I would expect this surface to be smooth. Overall .... WOW !!!!
I'd remove a few details as well, it's kind of blurring the overall shape. And I'd insert the bolts with a subtool insert rather than an alpha. Or at least, I'd make sure the alpha doesnt push the surrounding surface inside. It's making your surface soft plastic like rather than metal.
For surface stuff morph target can be invaluable.. Just saying.. And I've found that if you do big chunky rock forms and feels it's a bit generic, go bananas with crumble. Well, small bananas, one at the time. It really helps break it up and make it look more segmented on the surface.
First I would go with the more saturated colors of the preview from blender. Then you might want to think about what story the surfaces should tell. Are they clean, used, weathered, etc. Out of which material? Surface finish? Currently it's too much randomness - cloudy spots everywhere.
Pretty cool so far. Although the glass is looking a little weird. Almost like the fresnel effect is reversed. Normally the reflections should be weaker on surfaces facing the camera straight on, and stronger on surfaces at an angle to the camera. But your windows seem to be doing the opposite. What software are you using…