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How are assets like this made? The guy says on his artstation this was made with Zbrush, 3dCoat and Photoshop. Can someone here with experience talk me through the process? I think this kind of 'soft corner' assets look absolutely stunning, and I know Zbrush is the industry standard for organic modelling. But what are the steps taken to get from concept to game-ready asset?
Why are so many of these threads popping up? This is like the third one I've seen.
To answer: starts with a concept sketch as per usual. It's then sculpted from scratch and retopologised. Dragged into the texturing program to handpaint, then normals diffuse etc. baked from the sculpt to the retopo. Fin.
Your 'soft corner' thing is achieved by either sculpting them out then baking, or simply by white streaks on the texture to make it look like the edges are catching light.

so neat soft blizzard-look is all an illusion? and what would the texturing program be? how can a noob start practicing hand painting models made in blender? i have a torrented copy of 3dCoat. Would that work? Is substance designer better? Or maybe marmoset?
>I think this kind of 'soft corner' assets look absolutely stunning

It's that disgustingly lazy-ass cartoon style that's fucking everywhere these days. Looks like a plastic toy playset.

Cheaper by the dozen, as they say. Pajeets and Zerglings can crank these out in no time for a few pennies.
Oookay, slow down there.
>all an illusion
More or less. You gotta save polys for game assets, and you can't just sacrifice detail as well, so you transfer all that detail into your textures.
As far as texturing programs go, I'll unironically suggest Blender for handpainting. Its texture painting mode and its brushes really can't extend further than the handpainted look. Just remember to save your textures externally, don't BAW like the others. You could give 3D Coat and Substance a go if you'd like though, they're more geared to photorealism so if you want to expand past handpainting they're good options. As a note: Substance Painter is the one you want, not Designer. Designer's more for creating tileable textures for environments and the like, Painter's as the name implies.

It's because it's the easiest to do.
>Pajeets and Zerglings can crank these out in no time for a few pennies
Which is why so many people gun for this style. Low cost + low effort, highest efficiency and effectiveness, overall best for business.
For soft corners you can just bake a beveled edge into normals
For a uniform look it's easier to just have hard edges that you mark for later processing
The 200 IQ solution is face weighted normals
>Can someone here with experience talk me through the process?
Model in ZBrush, retopo/UV in in 3D Coat, texture in Photoshop, is one possibility.
There is some overlap in these tools as both ZBrush and 3D Coat offer sculpting tools, except 3DC uses voxels and is also pretty good for NPR texturing.

Exactly, this art style is immensely easy to optimize for any hardware level, letting you release to anything including mobile.

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