- Separate the big shape (blue and grey parts should be separated)
- Fence at least one part
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
links to artists
image of the board
write why I chose them
look at how other artists show their work (characters with armor - grey out the body)
ZBrush hard surface:
https://www.youtube.com/watch?v=ujJhjxDXNEk
Top Artists:
Beth Cavener:
- Anatomy, stylization, gesture
- https://followtheblackrabbit.com/
Terryl Whitlatch:
- Anatomy, combining animals, knowledge of biology/zoology
- https://www.artstation.com/terrylwhitlatch
Kate Pfeilschiefter:
- Anatomy, level of high res detail, tech knowledge (creature game artist)
- https://www.artstation.com/pfeilschiefter
Entei Ryu:
- 3D illustrations, fine art feel, composition/presentation
- https://www.artstation.com/badzr
Krystal Sae Eua:
- Clean shapes, 3D printing
- https://www.artstation.com/iamsadpanda
Nicholas Kole:
- Color, clean style, creature design
- https://www.artstation.com/happyrock
Olya Anufrieva:
- Game characters, tech skills
- https://www.artstation.com/he77ga
Claudio Saavedra:
- Sculpting for collectibles
- https://www.artstation.com/claudio_s
Ana Mendes:
- Stylization, collectibles, anime style
- https://www.artstation.com/zaphk
Nikita Veprikov:
- Clean shapes, gesture, minimalistic
- https://www.artstation.com/veprikov
- too low at the bottom of the blade and middle of the handle
- make the blade and handle smoother overall
- make a center line on the blade and relax the corners (make two UV shells for the blade)
- get rid of smaller UV shells (thin strips)
- display in Unreal
- show first bake, textures, final shot
- Paint ID map in ZBrush