It was an experimental work and practice in a hard surface modeling, but it gave me much more. I’ve started from the concept of sci-fi turret by George Hull, but I decided to modify it. Modeling was not problem. I was doing it without high poly, but I placed fine details like nuts and screws using Blender’s add-on “Decal machine”. I wanted to use it for the checking, speed up my pipeline and getting pros and cons.
For making UV I’ve used Maya, because it has good UV editor.
I’ve found some issues with decals during the baking - could not get few slices on a side of the turret’s body and just remove them.
Also I’ve planned to use the bevel shader for getting the beveled edges on a normal map after baking and Blender made it perfect.
Then I’ve proceed to the texturing. It was a first deep dive into the Substance Painter. I’ve got a lot important knowledges and skills. Thank you guys for your feedback, it helped me a lot!
Final render I’ve made with Blender’s Cycles.
Sci-fi Turret on SketchFab
Sci-fi Turret WIP