4/14/2024 0 Comments 3d coat alphas and stencilsI don't spend that much time on the material setup - ff I work on concept art, I prefer to pay more attention to the contrast between different parts and lighting. If I do need a new one, I start with standard materials and textures from. For metal, plastic, rubber and other common materials, I usually use slightly modified shaders from my previous projects which saves a lot of time. Speaking of the materials, I tried a few patterns on the main part and handles. I did my best to make the shotgun look unique like a custom piece tailored to suit the character rather than a stock 3D model. When the model was finished, I gave it to the character, chose a few good poses and got down to rendering. Textures are generated in Material Graph which allows me to avoid UV mapping. But if you want to show something more complex and thorough, you’ll have to use a third-party renderer.įor rendering, I use KeyShot. Speaking of concept art, if you simply need to illustrate your idea, a screenshot from 3D Coat will be enough. Still, each material can be adjusted to fit your needs. It helps to settle on the contrast of materials you want to establish, so when you get to the rendering part you already have a color scheme to follow. Will it be ergonomic and convenient to use? Will it fit the hand?ĭefault 3D Coat shaders are good enough for dividing the elements and preview their looks with different materials: rubber, metal, plastic, etc. My model is not ideal from the technical point of view, but it's fine - I am more interested in the concept itself.ĭuring the process, I also pay attention to how the character will interact with the gun. By the way, while working on the model I moved from 3D Coat 4.8 to 4.9 - the alphas are greatly improved there. I finalize the process with sci-fi alphas to improve detalization and make some elements more interesting. Voxel workflow is pretty close to sculpting and during the work, I focus on the visual result. Later, I will do a few more overpaints to analyze the current result and fix it if necessary. This approach helps me to avoid spending too much time in one area. First, I’ll focus on the most important and complicated parts - zones of interest, then move to the next elements. When the overpaint is ready, I enumerate the parts of the weapon to set the priorities. At this point, the functionality is less important for me than the visual part, however, I still try to make the model believable. When I am happy with general proportions and large forms, I overpaint a screenshot of the model - it helps me to come up with new details and plan the workflow. Then, I observe the design from different angles and fix the necessary parts to fit the chosen design. That is why at this stage, I try to find a balance between big, medium and small forms as well as between zones of details and visual rest. First, I play with large volumes, then go to smaller details. I always go from general to specific parts. It is easy to learn, quite intuitive and allows you to do concept art without paying much attention to the technical aspects of the process. I stay curious about everything related to design, try to analyze my finished artworks and make the next ones better.įor work, I mainly use 3D Coat nowadays. I believe that the learning process is endless, and I still consider myself a student. My main sources for studying different software are Gumroad, Gnomon, and Learn Squared. I love my job and never miss the opportunity to learn something new! While studying at the university, I sculptured, that is why today I spend less time drawing and do more sculpting and modeling. Nowadays, I often do hard-surface design: robots, transport, weapons. Like many others, when I was a kid, I was keen on science fiction, doodling robots in notebooks and playing video games, and that eventually led me to my future profession. I have been working in CG for more than 3 years. Hi! My name is Maxim Kuharuk, I am a freelance Concept Designer from Kyiv.
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