While working on this, I got frustrated that it was unnecessarily hard to turn a block mesh into a more refined mesh. When you approximate a bevel with a chamfer or a low res bevel, you can’t just increase its resolution later on. On the other hand, if you use a high res bevel early on, you are committing to it, making adjusts at a later time hard or impossible.
This then led me to developing the MESHmachine addon for blender.
All the materials(other than the decals) are textured via box mapping. Nothing is UVed. Rendered in Cycles on renderstreet.
Blender, HardOps, DECALmachine, MESHmachine. Small amount of post work in Blender’s Compositor, added noise and set a few hot spots in Krita.
This is just amazing! Awesome concept and execution! The add-on looks interesting too! It would be really nice if you could elaborate a bit about your texturing process if that’s not to much to ask.
I wouldn’t call this a copy (it shortens the effort). If anything these tools compliment each other. I can’t wait to integrate this tool deeply into my workflow as well as I master it.
Ive become addicted to fusing and csharping and boxcutting and just madness.
Also for the record. MAchin3 has submitted much to hard ops and its development as well. So… machin34president
That’s really impressive modelling and also very interesting study about hard surface modelling.
It’s quite good point at the moment that modelling curved but shar meshes with bevels is quite tedious with subsurf and without you lose the ability to increase face count dynamically.
As a side note is that model riggable and does the mesh provide range of movement without parts clipping?