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๐Ÿงต How are these kind of details made

Anonymous No. 887877

So i started blender like 10 days ago, this is my first "project" i got stuck on these patterns on metal parts of the gun, i tried researching it, looking at tutorials, learned about normal maps and stuff, but i still have no idea how i would even begin to model this, do i sculpt it high poly? some kind of a texture? thanks boys!

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Anonymous No. 887879

this is the model, software or whatever doesn't really matter just want to learn how its done.

Anonymous No. 887883

>>887877
you can make a couple of decals to paint that in texture paint mode, you can use blender or ps/gimp to do them, some of the shit must be handpainted too, and then you use the result to control the metalics and the bump map basically.

Anonymous No. 887884

>>887879
this takes 2 seconds in zbrush 2022

Anonymous No. 887888

>>887879
Sideplates could be done in substance painter with height alphas

The face on the grip and the flint could be sculpted and baked to normals

Anonymous No. 887895

>>887877
Sculpt it

Anonymous No. 887896

>>887877
I'd model and UV map the shapes and run a super subdivide on them and displacement map the emboss.

Anonymous No. 887898

>>887879
That's called a bump map or normal map. It's probably details sculpted onto a high-resolution mesh and then baked into a normal map.

In blender, you'd probably sculpt it mostly manually.

Anonymous No. 887899

>>887877
Use masks in your sculpting software of choice and draw that shit by hand.

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Anonymous No. 887905

>>887879

Anonymous No. 887938

These videos might be of use to you
https://www.youtube.com/watch?v=3sEBu2lZbOM
https://www.youtube.com/watch?v=IQrLlJFdwTY
https://www.youtube.com/watch?v=Ax8dJ5962VI
https://www.youtube.com/watch?v=6xcUQNwDRps
https://www.youtube.com/watch?v=8_X6rAdj65I

Anonymous No. 887939

>>887877
Displacement map, UV it properly first though.

Anonymous No. 887947

>>887877
A thread died for this. At least you could shitpost something funny

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Anonymous No. 887952

>>887905

Anonymous No. 887967

>>887905
the rage of a thousand burning suns

Anonymous No. 887968

>>887877
U on blender for 10 year and not know to do it?
Lol give up

Anonymous No. 887992

>>887968
you must have comprehension of english before posting here, turdskin

Anonymous No. 887993

>>887968
you must have basic comprehension of english before posting here, turd worlder

Anonymous No. 887996

>>887947
I am aware mate, i couldnt find the stupid questions thread, also thought the face looked funny so i included the kek in there, this is my second attempt at it u should have seen the first one dont have it saved tho.

Anonymous No. 887997

>>887938
Thank you. looks like it will help me, i will look further into it when i have some more free time.

Anonymous No. 887998

>>887877
sculpt and bake

Anonymous No. 888005

>>887993
japan is better that ur country

Anonymous No. 888011

>>887938
Nice channel. Thanks for sharing.
Reminds me of blender lazy tutorials.

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Anonymous No. 888012

>>887905
>>887879

Anonymous No. 888061

>>888012
Its looks like a good base mesh to do a sculping

Anonymous No. 888499

>>887877
a lot of people are saying sculpt it but i find making ornate patters much easier in substance designer/painter. i mean hell even using brush alphas is easier in painter then in zbrush

Anonymous No. 888550

>>887877
The "old way" of doing it without the use of decals would be to use floating topology. Make each little embossed part out of a plane (with height added), and then align or conform it to the surface of the part it goes out. If you are a 3ds max user you would do it by using polytools and building directly on top of the mesh, but there is a conform modifier which pushes the borders of the mesh onto whatever the target is.

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Anonymous No. 888572

You can create some really neat shit by
>modeling some relatively simple ornaments
>using the array modifier on them to create a neat pattern
>projecting them on some big, curved object
Neat result, done incredibly fast

Anonymous No. 888584

sculpting is fastest

Anonymous No. 890103

>>887877
You could probably do something procedural with geometry nodes, but that requires a bit of math

Anonymous No. 891242

>>887877
the blacksmith good man made design very turbo for the dollar then again i will but not now, maybe when i get the turbo one we can go? he say yes but I have to get the metal, TTPVR

Anonymous No. 891754

>>887884
if you spend 10 years to figure out the menu and controls yes