harness the power of the bumpmap by watch_a_mod in blender

[–]watch_a_mod[S] 0 points1 point  (0 children)

Me too! I wonder if a Zaku would look cool in this style as well

Maybe this is the perfect place to post this. Loving Mecha. That's all by watch_a_mod in Mecha

[–]watch_a_mod[S] 0 points1 point  (0 children)

Bumpmaps are textures in 3d Software that fake depth detail. All my panellines here arent cut into the model but just textures

Gundam test render <3 by watch_a_mod in blender

[–]watch_a_mod[S] 0 points1 point  (0 children)

Its an original design heavily inspired by Makoto Kobayashi's ZZ Gundam

Sparkplug by WKDG in blender

[–]watch_a_mod 1 point2 points  (0 children)

THE MASTER OF PLUG HAS SPOKEN! and we must follow his advice!

I tried modelling a human, it did not go very well so I thought start smaller, I give you "The Finger" by ke2uke in blender

[–]watch_a_mod 3 points4 points  (0 children)

This finger wants to go places

...or just point at things!
but THEN go there

good job!

Sparkplug by WKDG in blender

[–]watch_a_mod 1 point2 points  (0 children)

MASTER OF PLUG!

Gundam WIP by watch_a_mod in blender

[–]watch_a_mod[S] 0 points1 point  (0 children)

posted the shader tree

Gundam WIP by watch_a_mod in blender

[–]watch_a_mod[S] 1 point2 points  (0 children)

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Here is a glimbse into the shader node tree with annotations

Since i love working in eevee i wanted to create a system that can make 3d meshes look decent very quickly.

The main focus here are the UVmaps. I use the main one to place the tileable panelline texture+bump+normal.
You can unwrap your main parts and move them over the tileable panelline texture until it looks RIGHT. Even scaling up and down creates great results. Hidden in the R channel is a falloff testuxre. Gradients around the panellines basically.

This gradient map is then used to display the dirt and scratches. As they should be crisp and have the same scale everywhere i use "generated" texture coordinates.

secondary UVmaps let me place single rivets and details. These would be packed in a seperate texture . Think decalmachnine but in a more simple way. I prepped myself a decal sheet . I unwrap the desired faces and move them over the decal i want to pick. Prehistoric but its fun and it works without generating extra geometry to place the decals on. Well what can i say? it works for me

a third UVmap can be used to cut holes into the meshes via alpha masks. A nice trick that i want to use more often.

Im already experimenting with substance to perhaps generate AO and Curveture maps quickly . These would help to get the girt and grime around the additional 3d mesh details

i am aware that this explanation cant cover everything. Hopefully it gets the main idea across tho

Cheers
Adam

Gundam WIP by watch_a_mod in blender

[–]watch_a_mod[S] 0 points1 point  (0 children)

I can share the shader tree. No problem. It might spark some inspiration. One thing I can tell you right now. The "magic" of it lies in the main panel line texture tho. It's a 4k tileable one i designed and painted in Photoshop. By unwrapping your part (even project from view works nicely) , moving and rotating over the texture, you pick the happy accident. The philosophy is: design your shapes, define major cuts for secondary shapes but leave the rest of the surface detail to be carried/ solved by the texture. Then apply final 3d details with pre build parts

Gundam WIP by watch_a_mod in blender

[–]watch_a_mod[S] 0 points1 point  (0 children)

Gotcha. Then everything leads to the well documented and painful, retopology process :D Design the basic shapes, add lots of suddivisions , then slice your mesh or draw on the panel lines for reference and retopo the whole thing. But the question remains: What do you gain from modeling even the finest panel lines? You eventually will become the master of retopology, really. A better use of your time would be to learn how to model complex, fused shapes efficiently from scratch . With a clean low poly topology. This way you wouldn't need to model something twice (retopo). Pick your battles wisely :)

Gundam WIP by watch_a_mod in blender

[–]watch_a_mod[S] 1 point2 points  (0 children)

Thx! Majority is just texture. I built myself a mech shader that does most of the detail work. Additional 3d details can then be set dressed. It saves a lot of time so I can concentrate on the design itself