MM44 Part 1 – Mech Hard Surface Modeling
MM44 is my current personal project. The idea is to turn into 3D image a Benoit Godde concept. With this project I’ll try to improve my hard surface’s techniques and test new workflow/tools. I’ll record about all the creation process and share it with you.
Most of the recording was done during Livestream, so be sure to subscribe to my Twitch Channel to follow the progress in live!
Here it’s the first part : Concept and modeling the Mecha.
It’s not really a tutorial but more an advance making-of.
* MM44 Part 2 – Mech Hard Surface Texturing with Substance Painter
On this Tutorial I’ll show you how I texture my MM44 Mecha with Substance Painter in about 9H of video. The idea is to show you how to texture a complex model, in Hard Surface style, with a lot of UDIM and for VFX render. I’ll show you how to achieve the finest texture look, and try to break the “procedural” Substance looks.
In the first part I’ll show you my workflow to Unfold all UVs of the model in about 1H30. We’ll take a look at the news UVToolkit and Unfold/Layout UV of the MM44.
Next I’ll show you how to prepare and export it to Substance (prevent border smoothing, ID maps, Udim, texture set etc…)
Then in Substance we will create our own SmartMaterial from scratches, with the help of external textures.
After I’ll show you the perfect workflow between Substance Painter and Arnold 5 to reproduce the exact same shader.
The last part is more about different tips. How to analyse you image, make retakes, adjustment, refinement, found solution, lighting techniques, presentation etc…
* MM44 – Model and Final Scene
Be aware that’s it’s not a “clean production ready” asset. You get what’s you see, I mean it’s the scene that’s allow me to get the render you see. It is a mixture of nice clean mesh, some kitbash, CAD mesh and scan data!
It’s really great to husk the model and use the piece as your own Kitbash.
The final scene is also really interesting to analyse how it’s set to achieve this render.