[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 265 KB, 1920x767, david-harrington-portfolio-starcraft-towers1.jpg [View same] [iqdb] [saucenao] [google]
602025 No.602025 [Reply] [Original]

How would you go about making something like this?

Do you start with a low poly then import it into zbrush where you do all the high detail?

Do you import the whole thing all at once?

>> No.602026

you can do that with maya/blender/3ds

i don't know how he achieved that "stylized" look however

>> No.602028

>>602025

Given that all the edge chamfering is the same width, this can easily be done by just making the low poly and baking the normal in MODO with the rounded edges shader.

>> No.602042

>>602028
Even Blender has that now.

>> No.602045

>>602042
Fucking BASED. Is there ANYTHING Blender can't do?

>> No.602047

>>602045
Texturing

>> No.602048

>>602045
>Is there ANYTHING Blender can't do?

Easier user interface

>> No.602060

>>602045
Being relevant in profesional production environments

>> No.602062

>>602045
Material painting.

>> No.602063

>>602025
I make everything in zbrush for example.
but I don't sculpt everything.

>> No.602074

>>602026
zbrush

>> No.602075

>>602042

Yeah but as usual real DCCs do it properly.

>> No.602740

You could do the whole thing inside Zbrush with Zmodeler, but for hard surface I'd rather create the base mesh inside Maya and sculpt the details inside Zbrush. If it's intended for a game, export the normal map from zbrush and apply it back to your low poly version inside your main modeling software.

>> No.602746

>>602045
Give people jobs