Does anyone know of a good workflow for creating hull plating on spaceships and large objects using polygon modeling?Specifically using geometry and complex shapes that do not flow with the underlying geometry. Doing it by hand is extremely slow and correctly shaping it to the hull without creating messy geometry is very difficult. I think the ideal way would be to flatten the model into it's UV, model all the panels on the 2d plane and then wrap the detail geometry around the base hull, but I haven't found a reliable way to do that.
>Doing it by hand is extremely slowyou answered your own question really.you could also model the entire shape of hull and then cut the panel lines into it. That what I do. Geometry can get a little fucky but thats life in the fast lane
>>605566>the ideal way would be to flatten the model into it's UVthen paint the detail to normals using substance painter
>>605572Normal maps offer no where near enough detail. Displacement + vector images might work but I haven't found anything that accepts vectors as displacement data.
>>605566There is a course on pluralsight for using substance designer to texture up a space-craft very similar to your pic.
>>605566>>605584Pic related.
>>605573>>haven't found anything that accepts vectors as displacement dataSubstance Designer. That tutorial on Pluralsight shows this exact workflow. It uses a freeware vector illustration package but, yeah, just use Illustrator or whatever.
I'm not making stuff for games, normal maps offer no where near the detail needed. I'm building models in 1m+ poly range.
>>605566https://www.youtube.com/watch?v=glGYrj7TXTwI'm doing this for 20+ years and there are few shortcuts, especially if you want it to hold up in closeups. Normal maps are not sufficient.Video related.
>>605603hard surface sculpting.
>>605566Hard-Ops.
>>605603Cool shitIs this a photo resin print?
>>605585One of the few actually good ones in Pluralsight.
>>606560Its a render not a real model.