Almost forgot, look into mallet fast, which is hidden in the lightbox folder in zbrush. You can create rough gouges in rock surface that you can then go back over with the surface smoothing brushes I mentioned.
that wood-like organic surface looks freaking cool. shame that legs are cut like that though. if the hard surface stuff is supposed to be stone then it doesn't look like it. mostly due to sharp edges and thin long forms.
Missed this. I am not feeling some of the scratches on this. I think the ones around the edges, where the gun may hit a surface are nice, but the ones in the middle of surfaces seem to evenly distributed. Other than that looks great!
I feel like the scale is off - either the vats are too small, or the rest is too big - tiles on every structural surface create alot of noise, break it up by introducing some non-pattern smoother surfaces
If you look at the filters used to create the Hard Surface preset, it looks specifically in the allegorithmic/textures/hard surface folder in the shelf. If you moved these assets to a custom shelf, you'll need to create a new shelf preset for it.
I prefer the bamboo. Other than not being able to configure the buttons differently for each app you use it has a nicer feel to the surface. is more like drawing on paper than sliding over an oily surface.
That looks a bit more like a natural stone surface or marble than concrete, I think. Seems to be the large-scale bumps and general smoothness in the surface that are doing that. Concrete would probably be chunkier and grainier near the edges.
So would you suggest I duplicate this surface (push it out a bit too) and make it a see through yet highly reflective surface? I'll give that a go, I'll post the results when I do.
Yes, they're very much different topological meshes: one is a dynamically tessellating surface comprised of quads, triangles, and many, many poles; the other is a quaded surface with poles placed at edgeloops junctions to control edgeflow direction.
Space Warrior is a modeling practice whose goal was to improve my hard surface modeling skills in modeling and texturing tactical clothing and gear. Discover more at https://www.artstation.com/artwork/8bYZ5m Social: https://linktr.ee/yulia_belyaeva