Eric MgGinnis notes:
- works in military simulation
- modeling in Blender is better (UVs are better in Maya)
- References for modeling, texturing, presentation
- Remember scale reference
- Keep booleans on a separate layer in maya
- bevel odd numbers (delete every other one for retopo)
- UVs: first bake with quick UVs to test
- An edge that doesn't have a seam on it should be soft! (UV seams only on hard edges, hard edges always have UV seams)
- If you need to keep an edge soft - add fencing
- If there are a lot of triangles on a plane - set the (outside) edges to hard and cut it into a separate UV shell
- Duplicate small details after UV unwrapping them
- Use exploded mesh for baking (duplicate a objects and separate all parts)
- Check the bake with glossy material
- Average normals - usually turn on (turn off for baking details on a flat surface, combine two maps at the end). Marmoset - let's you do that in one bake
- Substance (use Tomocco Studio, Post effects on, anti-aliasing on, sRGBf color profile)
- Overlay blending is good for adding new details
- Use paint masks for wear/scratches to not make it uniform
- Maya: turn on highlight border edges (display polygon settings), use Shelf Editor, make custom hotkeys
- Maya - connect tool (under modeling toolkit)
- ZBrush: Polygroup by UVs (auto groups with UV) - use Mask by Features and Polish edges
- Polish - bevel, Polish by Features - holds a tighter edge
- Use colors to paint in hard edges - polygroup from polypaint - polish by features (circle open), polish (circle closed) (creates a hard edge on the polygroup borders)
- Taper boolean pieces
- Exaggerate bevels
- Eugene Petrov (texturing tutorial on flippednormals)
- Jason Ord (substance painter tutorial on artstation)
- Look at Eric's presentation
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