@@MechNuggets Thank you very much for the reply. It would be nice to hear about moving from big shapes, to medium shapes to small shapes. Detail distribution. Coming up with ideas. Using reference/building a visual library, and your overall thinking process. Best!
question for you, did you complete the texture by essentially texturing the high poly? or does modeler spit out a decimated version of the mesh? Also, does the different colors of mesh assign material ID to the mesh in modeler? Thanks if you have time to answer these, also really cool model, i loved watching the process
Thats basically what I did with this one. Decimated to 1mil poly in Modeler during export and baked the 30 mil poly high res onto it in Painter. Pretty easy process to do in Modeler if you dont care too much about super clean geo.
Its just a ton of practice tbh and building a visual library. Best advice I can give you is build tons of mech model kits, it helps a lot understanding the shapes.
Looks awesome!
Fantastic design, great job with this one
This is sick! Great shapes and love the painted graphics.
I knew it! I knew it would epic! Thanks for making a space ship! WOOT WOOT!! I'm so damn happy!
I was the 100 Like!! EPIC! lets go!
hahaha just for you man! Glad you enjoyed it
@@MechNuggets Thank you so much! I really just wanted to see where your mind would take you. Keep up the great work!
Amazing as always, Substance Modeler is on my To Learn list for a while now.. Keep up the great work!!!
Great workflow, do you have any videos where you talk about your design process?
During the streams I talk about some design process. Lemme know if you have any questions, Ill try to address them the next time I do stream.
@@MechNuggets Thank you very much for the reply. It would be nice to hear about moving from big shapes, to medium shapes to small shapes. Detail distribution. Coming up with ideas. Using reference/building a visual library, and your overall thinking process. Best!
Man, If you making a course on Udemy or any platform I would buy it in a heartbeat!!
Thanks! Next course ill probably distribute it myself on Gumroad or something.
@@MechNuggets 🔥🔥 Yes!! That would be great!
Keep up the good work! And we LOVE your videos!!
Sexy shapes 🗿💪🏼! What exporting settings would you recommend for exporting to Substance Painter? These designs are looking sick 🔥
question for you, did you complete the texture by essentially texturing the high poly? or does modeler spit out a decimated version of the mesh? Also, does the different colors of mesh assign material ID to the mesh in modeler? Thanks if you have time to answer these, also really cool model, i loved watching the process
Question! Is there a simple way to get these heavy high poly models into substance painter without having to do a retopology?
Love your work.
Thats basically what I did with this one. Decimated to 1mil poly in Modeler during export and baked the 30 mil poly high res onto it in Painter. Pretty easy process to do in Modeler if you dont care too much about super clean geo.
and then You are decimating it in Blender and UV unwrapping right ? (baking and texturing in painter)
Nope straight from Modeler to Painter. Decimating and auto uvs in Modeler and baking the high res in Painter.
@@MechNuggets thanks ! so I`ll skip blender also and see how it goes !
awsome...i wish i understood why you choose the shapes you do. i dont get mech design mechanic stuff. i guess i am ust not tech savvy enough.
Its just a ton of practice tbh and building a visual library. Best advice I can give you is build tons of mech model kits, it helps a lot understanding the shapes.
I see some potential in Substance Modeler but the subscription model in the bundle makes it unviable.
You can get it on Steam or even the free public beta if you wanna try it.
Or go the jack Sparrow way :D
2h30 for sculpting? or with rendering/texturing? thats insane
Just for the sculpt. Editing the short took 3h XD
@@MechNuggets ahye looks like that haha
How’s the detail now compared to the medium days 🤩
I can make too much geometry XD