Here is my incomplete enviroment for this challenge. It was too difficult as a challenge to create so i ran out of motivation to complete it. I did try to fix proportions tho. And i learned that hardsurface scifi is very difficult to create :D Maybe i should choose a prop for next challenge.
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.
Well, thanks :) next time I'll not hardsurface every beam^^ What's the thing with these tiling texture? I don't have that much experience about texturing yet, so my plan was to unwrap the lowpoly when it's finished and create the textures in photoshop.. Is there a better way with tiling textures? If yes, how?
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.
I forgot to mention putting support edges on hehe. I don't do a lot of hardsurface high poly stuff, but I'm gonna have to start for my new environment! I've been doing low poly stuff for like 6 months straight + other art. Thanks for explaining!
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.
make the boots hardsurface and then sculpt them afterwards to make the creases etc its a good start but those hands look nasty, I understand you may not have gotten to the hands yet. proportions are slightly odd, the belt seems to be too low or his arms too short or both ?
frell - Thanks, I love that matcap.Good for hardsurface shit.Here, I uploaded it for you.I originally got it from the Pixologic site. http://www.megafileupload.com/en/file/326233/SculptingMaterial2PC-ZMT.html Done with my low poly and normals.Played around with the new Marmoset.Amazing light system, though still a bit…
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.
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.