Monday, September 22, 2008

Modeling - HardSurface

Hardsurface modeling is all the armor, weaponry, vehicles etc.  I wasn't sure how to get proper normal details on a low poly mesh.  I have tried doing mechanical detailing in ZBrush, and I mean proper detailing; multiple parts, joints, nuts & bolts etc. not just the typical stencil and masking techniques.  The method needs to be rework easy, if I want something in the design changed, I need to be able to do it, without complete re-UV, re-texture, re-skin.

This part of the process can actually be sub divided into high-poly and low-poly modeling, as each of them come with their own set of head aches.  The UV and texturing part is done only on the low poly version, and with the aid of base diffuse, normal and occlusion maps.. the texture painting is one of the easy parts.

The workflow is by no means my own, but I had to search long and hard to find proper tutorials on this matter.  The best resource I found was d'Artiste Modeling 2, where Kevin Lanning discuss their character workflow for Gears of War.  The only thing I had to adapt was the Max / Maya difference.

Here is brief overview of the hardsurface modeling workflow.

1 comment:

Unknown said...

cool, thanks for sharing.
have some questions, but solved them while looking video to the end