Hello BU,
As part of my studies at University a module requires me to create a vehicle for Unreal Tournament 3.
I am not a concept artist and as such have decided to base my vehicle off an existing concept. I always work on my 2D skills, but as of yet they are simply not good enough.
I will be building subdividable high poly modular pieces, adding any detail I feel is required in Zbrush for use in normal maps, readjusting or retopologising low polygon pieces. I will then be baking normal, diffuse and ambient occlusion out of 3DStudio Max, the latter 2 I will use as a base to texture in Photoshop.
I only started today and so far I have created 1 base piece which is ready to be detailed in Zbrush to an extent.
Subdividable with edged faces ---------------------- Low Poly ----------------------- Subdividable without edged faces
I can see I may need to double chamfer a bit tighter on some loops, however for the time being going to leave it and see how it goes.
The reason I summarised my workflow is for if there are any hard surface modellers out there who can suggest improvements or tricks to workflow.
Thanks
As part of my studies at University a module requires me to create a vehicle for Unreal Tournament 3.
I am not a concept artist and as such have decided to base my vehicle off an existing concept. I always work on my 2D skills, but as of yet they are simply not good enough.
I will be building subdividable high poly modular pieces, adding any detail I feel is required in Zbrush for use in normal maps, readjusting or retopologising low polygon pieces. I will then be baking normal, diffuse and ambient occlusion out of 3DStudio Max, the latter 2 I will use as a base to texture in Photoshop.
I only started today and so far I have created 1 base piece which is ready to be detailed in Zbrush to an extent.
Subdividable with edged faces ---------------------- Low Poly ----------------------- Subdividable without edged faces
I can see I may need to double chamfer a bit tighter on some loops, however for the time being going to leave it and see how it goes.
The reason I summarised my workflow is for if there are any hard surface modellers out there who can suggest improvements or tricks to workflow.
Thanks
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