thank you …
yes iray in substance painter
now for something else
first pass on a very loose design concept by my friend nick gindraux
i would say 90% zbrush and 10 % maya this time
thank you …
yes iray in substance painter
now for something else
first pass on a very loose design concept by my friend nick gindraux
i would say 90% zbrush and 10 % maya this time
could not resist … super quick retopo with zremesher , uv master , then decimate … and straight to substance painter
just a stupid material test to motivate me to finish teh sculpting process
Nice…really like that worn paint feel.
great stuff. looking forward to your next post.
final render done on this project … time to move on into something else
zbrush with a lot of dynamesh , maya , substance painter
pushing hard forward to get something decent to render for my upcoming Gnomon Workshop tutorial “Introduction to redshift in maya” got inspired to do more and more inside zbrush after watching the latest videos from Michael Pavlovich
since zmodeller was used a lot on this one ( can’t wait for the update …really want to play with the 3d manipulators and boolean )
back the drawing board with this one …
now time to redo teh uv’s
good
That’s great (as usual :D)
I wonder how you handle UVMaster for hardsurface stuff.
Breakdown, even a short one, would be much appreciated!
“”Breakdown, even a short one, would be much appreciated!""
i am very straight forward with this workflow … because my final target is not a rendering … but a physical model kit // that get 3d printed and casted
here some of my kits /
https://industriamechanika.com/shop/31-christophe-desse
base shape with boolean in maya ( crease+ ) / dynamesh / add details / panels loop / clip/ trim and so on / zremesh (not carring about topoflow ) / uv master , either with painting region or by groups / reproject / decimate / take in painter and texture ,render