Weapon of Choice
Hello everyone! I have decided to try myself in the low-poly modeling. Theme "weapons" seems to me one of the easiest, so I started with her. I just have old high-poly models of weapons. Soooo. With difficulty to understand how and what is diffuse-specular-glossiness-normal (thanks to polycount.com), began to learn a new software for yourself.
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Set of software:
// 3Ds Max - modeling the high-poly, retopology, uvw.
// Zbrush - sculpting.
// xNormal - bake Normal, AO, Curvanature, Tangent space> Object space (for dDo).
// PS + nDo2 + dDo + SubstancePainter = supermega-Killing set for texturing. The whole process took place in texturing Substance Painter: SP-55%, PS-35%, nDo2-7%, dDo-3%. As I understand it dDo and SP - designed for PBR technology (not yet understand how it works), and painted the traditional method, so I only use it to create a base color, masks and bump-sculpting - all of this is exported to the PS.
// Marmoset Toolbag 1.10 - realtime rendering. Took a version of the first generation. Kind of like the second version for PBR.
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Ritual Dagger - my first model which modeled in Zbrush. Doing tutorials by Digital-Tutors, author - Justin Marshal. Link to the lesson: http://www.digitaltutors.com/tutorial/1063-Creating-Game-Assets-in-ZBrush. Tips for beginners to try this lesson. Radial symmetry - it's cool.
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I'd like to receive criticism models - Grid, Norman, scan, texture, etc. Afraid to throw work polycount. Sitting there just cool artists, they are likely to me and humiliate obossut for this work. Better to render.ru :)