Realistic Hard Surface Props
Intro:
Hi, my name is Kirsten Futch and I’m a 3D artist specializing in realistic hard-surface models. I’ve been learning 3D art for
about 6-ish years now (as of writing this) and have really improved since
entering FIEA.
I will now show as much of my process as
possible to (hopefully) help or give advice to anyone seeking it.
This is a tutorial on how I make realistic 3D
hard-surface models.
*Disclaimer*: This is my current
workflow, and that will probably change and improve over time, if you know a
better technique, please take my process with a grain of salt. But I do hope
this tutorial will help at least 1 person in the future :)
Goal:
In this tutorial, I will be making a toy cash register. One
that resembles a toy from my childhood (from the early 2000s, I know, old
right?). It’s part of a series I am creating for my portfolio dealing with nostalgia. Meaningful and evokes emotion.
Pipeline Summary:
If you’re creating a model for a portfolio, generally pick
something meaningful or evokes emotion (or if not, at least make sure it looks
badass).
Once I know what model to make, here’s my general pipeline:
- Pureref for
reference gathering (Pureref is a free application you can download that makes
a reference board so easy and convenient, I highly recommend using this for
every project you do.)
- Maya for blocking out, proxy, game rez, high rez, retopo,
and UV unwrapping models
- Substance Painter for baking and texturing (and some
rendering)
- Unreal Engine 5 for rendering scenes and artistic
lighting shots
I sometimes use ZBrush for high-poly detailing, but I’m still working on being proficient in that program for my workflow.
References:
Step 1 is ALWAYS look for references. I feel I’m only ever as
good as my reference. If I don’t have most angles – I take way longer to make
up what I don’t see very well.
[Google Images, Artstation, Pinterest, and even eBay are
all good image sources to pull from.]
So, I recommend having a good and organized Pureref board
like this:
Scale and Perspective matching:
Next is making sure the scale of your object is correct.
It’s important to get this correct early on, or you will run into proportion
issues later, especially if this is a game object.
I ensure the scale is correct by taking and
exporting the UE5 default Manny FBX and importing it into a new Maya scene. Manny
is about 6ft tall (or 2 Meters) humanoid and should help with most scaling
references.
Once Manny is in the new Maya scene, place all angles of
references in image planes to their respective orthographic views. (Ex. Front-facing image placed in the front-facing orthographic view etc.)
If you only have some version of a 3-quarter view as your
best reference pic, you can also lock a new camera and perspective match it in
Maya.
I made the mistake of "eyeballing it" at first, " but I eventually used the perspective match technique, and there's a BIG difference. Please don't skip this step. I will show you the difference it made:
These were the wrong proportions I made.
And here's after I fixed the proportion matching. (Some elements, like the cord, don't match up exactly - that was a creative decision to lay some things differently) |
This looks about right (Manny is tall) |
Blockout / Proxy:
Blockout is the stage where basic shapes are used to
represent the overall proportions of a model. This step should be relatively
quick and move almost directly into the proxy stage.
A proxy is where you start to create a low-poly silhouette
of your model.
Tip: Make sure to create copies of each step
and even save different Maya scenes for big milestones. This will help you in
case you mess up and need to go back a few steps.
Low Poly:
This in-between step in hard surface is making precise
extrusions, divisions, lots of Booleans with redirecting topology, and only
necessary bevels.
Low poly modeling is the part where you plan out what indents
and divots will be done with mesh (Usually large or deep extrusions) or what you
can get away with later in texturing using height maps (Usually small or shallow
extrusions).
This is my low-rez |
This is my low-rez with smooth mesh preview on (Hot Key : "3") |
- Tip: Not everything has to be one mesh. In real-life, objects aren’t usually made in one piece, so neither should your model. It’s a good practice to model objects in pieces the way they would be separate in the real world. UNLESS it would save polygons and/or be unnoticeable. That is up for the artist to decide.
- PLEASE SAVE every stage of your model. Duplicate, group,
and hide in the outliner or use the layers system in Maya. This could help if
you mess up a piece of the mesh, you always have a previous stage to work with.
- Do not bevel everything just yet! Only larger bevels on
very rounded pieces at this stage. Smaller bevels are part of the high-rez
workflow. It’s very important to get all the necessary shapes and edge-flow in
first before beveling.
High Poly:
Okay, now you can bevel. Remember to duplicate your low
poly before you up rez your model. I personally prefer to do my high-rez in
Maya because I’m most comfortable with the tools and control I have. But you
are welcome to prepare the model and transfer it to Zbrush (or your preferred
program) for smoothing and sculpting details.
I usually bevel to hold edges so that I can convert the
smooth mesh preview to polygons. Be sure that the bevels are clean and mostly quad
topology – it helps reduce any “pinching” effect on the shading (which happens to me
A LOT).
Holding edges in the Mid-Rez After converting the smooth-mesh preview to polygons
**Note: Here are some tutorial videos I followed to create the spiral cord in this model; Spiral Cord & Cord **
Retopo / Game Rez:
So, this stage has many different routes you can take,
sometimes it’s a combination of techniques.
If you planned ahead and saved every stage of your model in
Maya, then a lot of the work for the Game rez has been done for you (as long as
the proportions and silhouette didn’t change in the process too much). You can
usually grab an earlier stage of your model and adjust it to become the game
rez in which you will UV and bake onto.
Sometimes I will work the other way. Grab the high poly I
made in Maya, and reduce the polys to get the game rez. I usually use a mix
between the multi-cut tool and the target weld to reduce ploys. Although I’ve
heard the quad draw can be very useful as well.
Which ever way is quicker to get the best results.
Sometimes I have to use a combination of the two. Usually for me, it depends on
how curved or round a piece of an object is. Don’t be cheap with your curved
edge loops, it will become very obvious if you don’t have enough – you will have
facetting.
High-Rez |
Mid-Rez |
High-Rez Wireframe
|
[In this case, my object is very round and has lots of
bevels. So, it’s a little bit high for a Game Rez.]
UVs:
UVs are some people’s nightmare. It used to be my least
favorite process. But over time and learning more tools in the process, it’s
not so bad (mostly).
I have found that in hard surface, there are patterns to
the UVs you look out for.
The main buttons I use in the UV editor are:
- Unfold
- Cut / Sew
- Orientate
- Straighten UVs
- Layout
I mostly start with using Maya’s automatic UV unwrap. This is
at least a starting point for the correct planes to be projected.
Next, I isolate (hot key: Ctrl + 1) one piece/section at a
time to UV unwrap.
In edge mode, I create the “seams” of my UV shells that
would make sense for the piece. You want to try and make your seams as hidden
as possible. Try and choose the edge loops that go along the backside, bottom,
or inner part of your model. Sometimes it can’t be helped where you need to
“cut” the object, but it works as a general rule.
Make sure to hit “unfold” to flatten the UV shells correctly.
You will see if you missed any cuts to the UV shell in this stage.
Cutting the UV seams |
I also try and make every UV shell into squares as much as
possible. This is possible with the “straighten UVs” tool in the UV editor. It
works mostly on shapes that are already roughly rectangular, but I try it on
most shapes to see if I can save textile space. It doesn’t always work perfect,
so use it where you can.
Once every piece of the model is unwrapped, I select the
whole model together and select all of the UV shells together to hit “layout”.
This tool will proportionally and evenly layout the shells into the 1x1 UV map.
PACK those UVs |
Baking:
Once you are happy with the high poly, game rez, and UV’s –
make sure you select everything (for both the high-poly and game rez) - delete
history, freeze transformations, and center pivot. This will prep your models
for exporting. NOTE: Don’t forget to change the material on your model in
Maya to something other than Lambert1 or whatever the default is.
After exporting everything as an FBX, you can now open up
Substance Painter (or your preferred texturing program) and start the baking
process!
Baking has a lot of settings and the numbers might be
different for every model you make. This has to do with how complex with
details and/or divots and extrusions your model has.
Hold on... let him cook |
Bake looks good! |
Texturing:
Now for my personal favorite, texturing :D
My texturing workflow starts off by making folders with
black masks and blocking out the separate base colors / materials. In this
case, my object is mostly plastic, so it mostly had to do with color matching
and roughness.
Since this research project is based on realistic props,
texturing can make or break that illusion. Texturing does a lot of the heavy lifting
in believing something looks real (your lighting will be the next big part).
When I texture real props, I need to have the reference(s)
next to the Substance Painter window. It helps keep the color matching accurate,
materials, the roughness and the details as close to the real thing as possible.
This is where the trained eye needs to pay attention to the
smallest detail. Try and have reference with a high-quality image to zoom in
and see how light reacts to the surface as well as seeing any small textures on
any given surface.
These steps may seem excessive to some, but this is what
pushes models to that realism level.
Step 1: Color Block |
Step 2: Base details - In this, I faked the dark line that separates the shapes at the base. |
Details [Continued] : Here, I added fake depth for the buttons using masks and height map. |
Details [Continued] : Here I added any numbers, words, and symbols using masks and fonts / alphas. |
Step 3: Dirt / scuffs - Yeah, adds history to your models |
Step 4: Tiniest details - This is what can take your work to the next level of realism. Here I have roughness variation scuffs on the conveyor belt. |
Rendering UE5:
Now, normally you would push your proxy / low rez model to
Unreal Engine 5 and create a base lighting scenario early on. But, if you haven’t,
then this is definitely the time to do so.
To set up product shots, first you need an infinity wall. There
are a few ways to go about that, but I made an infinity wall in Maya and then
just carry that FBX to every UE5 render I make.
To make an infinity wall:
- Create a square plane in Maya – in the attribute editor, make
all the divisions to 1. So that it’s a plain square.
- Size it up really big – you need enough room for the
illusion it’s an infinity wall.
- Select all the edges. Hit extrude and move the extrusion up
– it should look almost like a complete cube with no top.
- Select all the edges, except for the very top edges. Then
hit bevel – I normally do a .5 with 6 divisions.
Lighting:
For lighting, it’s a good rule of thumb to have a 3-point lighting
set up to start. You can always add more and get creative with showing off your
models. You basically need a main light that will mostly light up your model
and create the floor shadows (usually) and two supporting lights that usually
angle around the model. I like to give the supporting lights a little bit of
color temperature to them – usually a warm light and a cool light – this is my
favorite contrast lighting.
But of course, you can start getting more creative with lighting up your shots. I recommend that the first lighting setup is
your product shot which only shows off your model in nice, even lighting.
Also, I use the default environment processing tools that
UE5 gives. It gives you control over height fog and skybox, etc.
Camera:
I usually use the cine camera actor to get my render shots.
There’s a lot of control over the camera settings to get the shot that works
for you. I make my aspect ratio 1920x1080.
UE5 Final Renders:
Resources:
https://zwickchristianfiea.blogspot.com/search/label/Researchhttps://80.lv/articles/modeling-and-texturing-a-barrett-military-radio/
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