![]() Also I added small details like bolts and panels using Jonas Ronegard’s alphas. Then I instanced it thorough all UDIMs and painted masks. For example I used ‘Tank Painted’ for the main yellow paint. Now I use some simple smart materials as base for my materials. Rough UV, more than enough for concept purposes Step 5: Texturing in Substance PainterĪt this step I simply import unwrapped models in FBX into Painter. Then I simply packed everything into eight UDIMs using Layout in Maya. So simply UV > Auto UV did a decent job even for such dirty geometry. Auto UV and Layout in Maya 2018 became super fast. So here I decided to make some surface textures in Substance Painter. I always try to make maximum details before render, so I’ll spend less time in post-production. Kitbash parts added some zones of interest Step 4: UV in Maya First from Andrew Averkin and second from Andrew Hodgson. ![]() For this I used two kitbash sets which I enjoyed a lot. I wanted to add some mechanisms to quite a few boring zones. Mesh after Decimation Master Step 3: Detailing in Maya The ship is made mostly of flat planes, so poly count reduced drastically without losing important details. I used Decimation Master from ZBrush to lower it to about 300,000 polys. ![]() Final form made with voxels in 3D-Coat Step 2: Retopo in ZBrushĪfter I exported the OBJ from 3D-Coat I got about 34 million polys. Most of the forms were built using Vox Hide, Cut off, Move and Pose tools. I didn’t gather many references, but I was inspired mostly by some grain harvesters and some soviet anti-air equipment. I wanted to try all the voxel tools so I needed some models to practice. I started making this ship first in 3D-Coat. This pipeline is just one of many used by concept artists but is more 3D oriented so it requires advanced knowledge of a few 3D packages. I don’t use any unique approaches or software. I’ll show the basic steps from initial form to final result. In this tutorial I’ll briefly explain the process of creating my “Asteroid mining vessel” concept render. Web: “Metro: Exodus” vehicle artist Andrii Mykhailov takes us through the ZBrush and 3D-Coat workflow for us asteroid mining vessel… ![]()
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