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The Apartment

I have Jacob Norris and Cane T to blame for this one.

I have always sucked at hard surface modeling. It takes me fooooorever to polymodel model hard surface models.

I recently bought Cane T's hard surface tutorial and the workflow immediately clicked for me.
The problem became : ‍ ‍ "What should I make with this new power?!"
Well I think you can tell what I was watching at the time.
None of these models are anything amazing, but after understanding the workflow, I was creating these models at a speed I was never able to in the past. The whole process felt very freeing.

Cane T "Hard Surface In ZBrush"
https://cane.gumroad.com/l/HardSurfaceInZbrush
https://www.artstation.com/goggles

I made a few models and was ready to bring it all into Unreal to render ....and then Jacob Norris JUST HAD to release some tutorials about NVidia's Omniverse that week. This after he already told me about how I should really try it sometime. I knew I had to dive in and figure it out.
Many hours of learning a completely new engine and workflow later...here we are.

Jacob Norris
https://www.artstation.com/purepolygons

I love using these small studies to learn new things. I now have much more confidence with hard surface modeling and I was able to dip into some new and powerful pipelines using Omniverse. ( That Path Tracer tho )

I used Zbrush all the geometry in the scene.
There was no real reason for this other than forcing myself to learn how to do things in a new way.

I used Zbrush all the geometry in the scene.
There was no real reason for this other than forcing myself to learn how to do things in a new way.

Rendering final images and AOVs was a bit faster than a normal offline renderer like Vray, but slower than Unreal.
That said the lighting and material quality was is higher than Unreal, so its all just a balance.