I got recently task to create game asset for German company’s game Beam the Mechanics. I’d like to take a look at the asset workflow in this video.
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Here is a video tutorial I made about using ZModeler and Dynamic Subdiv in ZBrush 4.7. ZModeler, although it has a bit of a learning curve, is surprisingly powerful way to come up with new ideas and shapes. This combined to dynamic subdivision is great for hard surface objects.
The secret of Dynamic Subdivision is QGrid and Coverage settings. These allow corner volume to be maintained and adjusted dynamically. Radical, I’d say! This is a great way to model hard surface shapes where parts of the shapes must appear seamless, kind of welded together.
I used to make these kinds of shapes using Dynamism and Booleans, but that process can now be at least partially bypassed. We can come up with soft transitions between shapes while maintaining edge volume. And preview it dynamically.