Wouldn't it be better to make a high poly version and sculpt the wood and metal edges/scratches, then retopologize and then bake it over and then paint the diffuse afterwards?
Great Tutorial! Thanks for this, i've been looking for a tutorial that covers the process from blender > 3D coat. I do have a question though what was the program you used at the end?
Heya! That's some nice idea! For now I have only the 3DCoat scene setup and UI basics Tutorial. Prob going to update this video with new version of 3DCoat and more deep dive of the tools :)
Do your artstation courses also cover greyscale creation or do you use colors from the start? I think the greyscale approach is very flexible and would love to explore it more.
I always wanted to learn to do stuff like this, but I can't understand why most people model in 1 app, then paint in either 3D Coat/Substance/Blender and render in another app. You can't do everything in one single app?
Hey man! Yeah, it's a different tools. You can't build a House only by using a Hammer ;) 3D Modeling softwares, Texturing softwares, rendering softwares, and etc. You can kinda do everything in Blender... But it gonna be a pain if you wanna do texturing for video games and so on... Don't restrict yourself in tools! This is the way! :)
Yeah, Substance would be great for sure, but at first there's gonna be a bit more Environment and Modular Asset tutorials, following with some zbrush stuff :)
Hello! i'm very thankful for this tutorial!! but i was wondering cause i heard from my instructor that i should make every value with a different roughness so i can also build a roughness map so my question is, is it necessary or the base color map is going to be enough in the rendering? I'm a noob in this
Hey! Thanks for so kind words! We are working here with only diffuse map, if you wanna build roughness from diffuse, do this in photoshop by couple clicks changing value or other specific settings. Prob your instructor thought about real-time pbr workflow